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| | wickedengine.net
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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.
| | www.adriancourreges.com
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| | The Metal Gear series achieved world-wide recognition when MetalGearSolid became a best-seller on the original PlayStation almost two ...
| | blog.selfshadow.com
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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.
| | hereket.com
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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.