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brutalism.rs
| | www.jendrikillner.com
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| | c0de517e.blogspot.com
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| | Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
| | 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...
| | belcour.github.io
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| Frequency Analysis Course - Intro