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graphics.cs.utah.edu | ||
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www.miaumiau.cat
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| | | | | [AI summary] The post details a technical solution for performing real-time mesh voxelization and distance field calculation in WebGL by overcoming the lack of compute shaders through triangle splitting and special handling for large triangles. | |
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0fps.net
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| | | | | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... | |
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www.jakobmaier.at
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| | | | | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials. | |
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c0de517e.com
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| | | Angelo Pesce's homepage & blog on computers, graphics and other things. | ||