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belcour.github.io
| | bartwronski.com
3.5 parsecs away

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| | Introduction This will be a blog post that is second in an (unanticipated) series on interesting uses of the JAX numpy autodifferentiation library, as well as an extra post in my very old post series on dithering in games and blue noise specifically. Teaser: we will "optimize" a dithering matrix directly in Fourier domain and...
| | momentsingraphics.de
3.3 parsecs away

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| | [AI summary] The text discusses advanced techniques for rendering physically accurate and efficient soft shadows using polygonal and linear lights in real-time ray tracing. It covers methods like projected solid angle sampling, LTC sampling, and MIS heuristics, along with optimizations and applications such as textured lights, IES profiles, and portals. The text also touches on performance considerations and future directions in global illumination.
| | psgraphics.blogspot.com
4.0 parsecs away

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| | Most "ray tracers" these days are what we used to call "path tracers" or "Monte Carlo ray tracers". Because they all have about the same c...
| | www.chrisritchie.org
27.6 parsecs away

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| [AI summary] A blog post discussing the simulation of artificial life with neural networks, focusing on agent behavior, population dynamics, and future development goals.