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graphics.cs.utah.edu | ||
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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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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... | |
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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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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. | ||