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reindernijhoff.net | ||
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blog.42yeah.is
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| | | | | [AI summary] A detailed explanation of Marching Squares and Marching Cubes algorithms for generating contours and 3D meshes from implicit functions. | |
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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... | |
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blog.demofox.org
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| | | | | There's an interactive Bezier Triangles webGL demo I made that goes with this post, and what i used to make the 3d rendered images with. You can find here: http://demofox.org/BezierTriangle.html https://demofox2.files.wordpress.com/2019/12/cubicbeziertriangle.png Above is a cubic bezier triangle which has 10 control points. Each edge of the triangle is a cubic Bezier. That makes for 9... | |
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blog.demofox.org
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| | | The images below were path traced using 100,000 samples per pixel, using the sample code provided in this post. Path tracing is a specific type of ray tracing that aims to make photo realistic images by solving something called the rendering equation. Path tracing relies heavily on a method called Monte Carlo integration to get... | ||