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reindernijhoff.net
| | www.miaumiau.cat

[AI summary] The post details a technical solution for performing real-time mesh voxelization and distance field calculation in WebGL by overcoming the lack of compute shaders through triangle splitting and special handling for large triangles.
2.9 parsecs

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| | blog.demofox.org

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...
4.7 parsecs

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| | 0fps.net

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...
4.9 parsecs

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| | cprimozic.net

[AI summary] The author demonstrates a performance optimization for Three.js by manually implementing depth-based fragment culling to reduce unnecessary fragment shader execution.
16.8 parsecs

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