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graphics.cs.utah.edu
| | 0fps.net
3.5 parsecs away

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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...
| | ingowald.blog
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| | In the past, I always tried to be good and put accepted papers on the web to share, but usually only as a direct link, that - well - tended to get lost or forgotten very soon. Sure, there's my "publications" page at SCI, but that required copying the pdf to a magic location on...
| | www.jakobmaier.at
4.8 parsecs away

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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.
| | learnopengl.com
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| Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.