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brutalism.rs
| | therealmjp.github.io
5.7 parsecs away

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| | Aliasing is everywhere in graphics. Almost everything we do uses discrete sampling, which means almost everything can produce a variety of aliasing artifacts. The folks in the film industry have historically taken a "no aliasing allowed" stance in their work, but in real-time graphics we're still producing games with more sparkling and shimmering than a glitzy prom dress. If we're going to do anything about that problem, I think it's important that we all try to have at least a basic understanding of signal processing.
| | 0fps.net
2.4 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...
| | c0de517e.blogspot.com
5.8 parsecs away

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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.
| | hereket.com
45.8 parsecs away

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| [AI summary] A tutorial demonstrating how to create a window with raw Xlib and render a colored triangle using modern OpenGL shaders in C.