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matthewearl.github.io
| | www.sjbrown.co.uk
4.9 parsecs away

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| | [AI summary] This post details the initial implementation and performance testing of a classical path tracer algorithm using NVIDIA CUDA on a GeForce 9500 GT graphics card.
| | wwwtyro.net
2.7 parsecs away

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| | [AI summary] The provided text is a detailed explanation of a fragment shader implementation for path tracing in a WebGL application. It includes code for rendering a caffeine molecule, using ping-pong framebuffers for accumulation, and displaying the final result. The explanation covers the ray-sphere intersection, ray-plane intersection, and the overall structure of the shader program. The text also includes functions for resetting and resizing the canvas, as well as a loop for continuous rendering.
| | www.jallmenroeder.de
3.4 parsecs away

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| | [AI summary] The author shares their educational journey and implementation details of creating a path tracer using the C++ framework Nori, progressing from basic geometry to advanced lighting techniques like multiple importance sampling.
| | phaser.io
26.3 parsecs away

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| Part 1 - Introduction