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procworld.blogspot.com
| | voxely.net
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| | [AI summary] The article discusses the development of a voxel engine with a focus on micro-voxels and advanced data structures for real-time rendering and simulation. It highlights the challenges of traditional SVOs (Octrees) and explores alternative approaches to achieve more dynamic and flexible voxel processing. The author also shares insights on potential applications in gaming, VR, and digital immersion, emphasizing the importance of collaboration and innovation in the field.
| | blog.danielschroeder.me
5.6 parsecs away

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| | This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style [...]
| | blog.selfshadow.com
4.1 parsecs away

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| | [AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware.
| | 3zanders.co.uk
30.1 parsecs away

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| A basic tutorial on creating a modern OpenGL context and getting a simple triangle drawn to the screen.