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incoherency.co.uk
| | jamie-wong.com
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| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | www.redblobgames.com
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| | Amit's guide to math, algorithms, and code for hexagonal grids in games
| | danielchasehooper.com
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| | My journey making a Sudoku variant that doesn't have rows or columns
| | 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.