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blog.42yeah.is | ||
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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 | |
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thenumb.at
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| | | | | [AI summary] This text provides an in-depth exploration of how functions can be treated as vectors, particularly in the context of signal and geometry processing. It discusses the representation of functions as infinite-dimensional vectors, the use of Fourier transforms in various domains (such as 1D, spherical, and mesh-based), and the application of linear algebra to functions for tasks like compression and smoothing. The text also touches on the mathematical foundations of these concepts, including the Laplace operator, eigenfunctions, and orthonormal bases. It concludes with a list of further reading topics and acknowledges the contributions of reviewers. | |
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alain.xyz
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| | | | | An overview of various ray operations, their similarities, differences, and how to implement each type of ray operation in real time rendering. | |
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0fps.net
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| | | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... | ||