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acko.net
| | c0de517e.blogspot.com
2.8 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.
| | www.velanstudios.com
2.5 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | wickedengine.net
3.1 parsecs away

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| | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines.
| | leifnode.com
20.0 parsecs away

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| I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global