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source.opennews.org | ||
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davidar.io
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| | | | | This post delves into the implementation of my procedural earth simulation, written entirely in GLSL fragment shaders. It simulates the complete history of an earth-like planet in a few minutes, with the simulation updating at 60 frames per second. | |
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douglasduhaime.com
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| | | | | Working notes & digital experiments | |
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mars.nasa.gov
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| | | | | The agencys latest and most complex mission to the Red Planet has touched down at Jezero Crater. Now its time to begin testing the health of the rover. | |
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mynameismjp.wordpress.com
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| | | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human... | ||