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etodd.io
| | www.froyok.fr
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| | Portfolio and Blog about realtime 3D creations and tutorials by Froyok
| | morgan3d.github.io
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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...
| | pixeljetstream.blogspot.com
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| Hi, while gathering public material on how the hardware works, I tried to create a compressed architecture image. It is based on images and ...