|
You are here |
zamundaaa.github.io | ||
| | | | |
haasn.xyz
|
|
| | | | | [AI summary] A technical list of common misconceptions programmers hold regarding video decoding, playback synchronization, color spaces, and hardware API limitations. | |
| | | | |
brionv.com
|
|
| | | | | [AI summary] The user has shared a detailed account of their experiences with the Surface Pro X, highlighting its strengths and weaknesses. They praise the device's performance, screen quality, and the native ARM64 build, but also mention challenges with x86 emulation, some software compatibility issues, and the need for further development in ARM64 support for various tools and environments. The user also reflects on their past experiences with programming and the evolution of development tools. | |
| | | | |
ventspace.wordpress.com
|
|
| | | | | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast... | |
| | | | |
therealmjp.github.io
|
|
| | | Previous article in the series: Signal Processing Primer Computer graphics is a field that constantly deals with discrete sampling and reconstruction of signals, although you might not be aware of it yet. This article focuses on the ways in which sampling theory can be applied to some of the common tasks routinely performed in graphics and 3D rendering. Image Scaling The concepts of sampling theory can are most easily applicable to graphics in the form of image scaling. | ||