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mikejsavage.co.uk
| | jamie-wong.com
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| | [AI summary] Jamie Wong's blog post details the process of rendering metaballs using WebGL, explaining the OpenGL programmable pipeline, shaders, and techniques for transferring data from the CPU to the GPU.
| | 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...
| | diaryofagraphicsprogrammer.blogspot.com
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| | A Rendering Architecture for high-resolution Displays and Console Games ----------------------------------- Document History: - Initial Pu...
| | 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