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mynameismjp.wordpress.com
| | www.reedbeta.com
14.0 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | kosmonautblog.wordpress.com
14.4 parsecs away

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| | The main goal is to expand our technique to work with multiple volume textures, both from multiple instances of the same signed distance field and different meshes altogether. I will also explore sub-surface scattering and AO.
| | kosmonautblog.wordpress.com
13.6 parsecs away

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| | In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...
| | jamie-wong.com
77.5 parsecs away

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