Explore >> Select a destination


You are here

matthewearl.github.io
| | jamie-wong.com
17.6 parsecs away

Travel
| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | www.tangramvision.com
15.6 parsecs away

Travel
| | Pinhole Obsession is the careless method of modeling all cameras as a projection from the positive-depth half-space into pixel coordinates.
| | www.opengl-tutorial.org
16.6 parsecs away

Travel
| | Free tutorials for modern Opengl (3.3 and later) in C/C++
| | www.realworldtech.com
86.0 parsecs away

Travel
| Starting with the Maxwell GM20x architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.