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0fps.net
| | csantosbh.wordpress.com
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| | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
| | www.willusher.io
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| | [AI summary] The user has provided a detailed explanation of implementing a parallel Marching Cubes algorithm using WebGPU, including data-parallel primitives like exclusive scan and stream compaction. They also compared performance with Vulkan on different hardware, showing close results. The implementation involves several compute passes and is designed to run in the browser with near-native performance.
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | www.rastergrid.com
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