Explore >> Select a destination


You are here

eng.aurelienpierre.com
| | ventspace.wordpress.com
4.8 parsecs away

Travel
| | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast...
| | svgees.us
3.7 parsecs away

Travel
| | [AI summary] This blog post explains the technical concept of color gamuts, comparing different display standards like sRGB, DCI P3, and BT.2020 using chromaticity diagrams and introducing the more perceptually uniform OKLab color space.
| | machinethink.net
5.4 parsecs away

Travel
| | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
| | blog.demofox.org
28.9 parsecs away

Travel
| Let's say that you have a function $latex y=\sin(x)^2$ and you want to know what the area is under the curve between 0 and pi. We could solve this specific problem by doing some algebra and calculus to get the exact answer analytically (which is $latex \frac{\pi}{2}$), but let's pretend like we can't, or don't...