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therealmjp.github.io
| | morad.in
5.2 parsecs away

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| | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]
| | www.reedbeta.com
3.5 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | c0de517e.blogspot.com
4.8 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.
| | kosmonautblog.wordpress.com
26.4 parsecs away

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| In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...