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felixrieseberg.com
| | cprimozic.net
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| | [AI summary] This article discusses optimizing Three.JS performance by implementing depth-based fragment culling through a manual depth pass and shader modifications, resulting in a 20% GPU workload reduction.
| | csantosbh.wordpress.com
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| | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
| | aerotwist.com
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| | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders.
| | reindernijhoff.net
19.7 parsecs away

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| Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based