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22 results tagged gfx x
  • #How to build a BVH – part 9b: “Massive” – Jacco’s Blog

    Wed 15 Jun 2022 11:04:56 PM CEST - permalink - https://jacco.ompf2.com/2022/06/15/how-to-build-a-bvh-part-9b-massive/
    gfx tuto à_lire
  • #superdump/bevy-vertex-pulling: Vertex pulling for bevy

    Mon 09 May 2022 11:15:50 PM CEST - permalink - https://github.com/superdump/bevy-vertex-pulling
    gamedev gfx rust
  • #Coding Adventure: Terraforming - YouTube

    Fri 15 Apr 2022 11:12:13 PM CEST - permalink - https://www.youtube.com/watch?app=desktop&v=vTMEdHcKgM4
    3D gamedev gfx procedural_generation tuto
  • #Painting a Landscape using Mathematics - YouTube

    YouTube thumbnail
    Wed 13 Apr 2022 12:26:29 AM CEST - permalink - https://www.youtube.com/watch?v=BFld4EBO2RE
    *** 3D gfx procedural_generation vidéo à_voir
  • #Markus Schütz (@m_schuetz): "New paper: "Software Rasterization of 2 Billion Points in Real Time" - Adaptive precision to better utilize memory bandwidth - Now with support for frustum culling and LOD rendering - Throughput: 144 billion points/s paper: https://www.cg.tuwien.ac.at/research/publications/2022/SCHUETZ-2022-PCC/ source: https://github.com/m-schuetz/compute_rasterizer" | nitter

    https://github.com/m-schuetz/compute_rasterizer

    Fri 08 Apr 2022 03:09:17 PM CEST - permalink - https://nitter.net/m_schuetz/status/1509963316143267844?s=21&t=_eV5Namry_-97o3HBR7uOw
    ** gfx informatique
  • #Doom Classic: RAY TRACED - Trailer - YouTube

    YouTube thumbnail

    La gestion de la lumière par raytracing c'est vraiment fort (mais attention c'est pas du vrai ray-tracing, c'est de la rasterisation classique + une surcouche de ray-tracing juste pour l'éclairage: c'ets ce qui permet de le faire en temps réel).

    sources: https://github.com/sultim-t/prboom-plus-rt/releases

    Tue 05 Apr 2022 11:02:05 AM CEST - permalink - https://www.youtube.com/watch?v=i2Ld9YNUWls&t=1s
    fun gfx jeux vidéo
  • #WebGPU — All of the cores, none of the canvas — surma.dev

    Wed 09 Mar 2022 09:33:27 AM CET - permalink - https://surma.dev/things/webgpu/
    gfx web webGL à_lire
  • #How Does Perspective Work in Pictures? | Aaron Hertzmann’s blog

    Wed 02 Mar 2022 11:46:35 PM CET - permalink - https://aaronhertzmann.com/2022/02/28/how-does-perspective-work.html
    gfx informatique physique à_lire
  • #Instant Neural Graphics Primitives with a Multiresolution Hash Encoding

    Sun 16 Jan 2022 11:39:03 PM CET - permalink - https://nvlabs.github.io/instant-ngp/
    gfx IA innovation
  • #Homegrown rendering with Rust. In this post, Embark software engineer… | by Tomasz Stachowiak | Embark Studios | Dec, 2021 | Medium

    La “global illumination” c'est tellement stylé comme effet !

    Wed 22 Dec 2021 11:49:37 AM CET - permalink - https://medium.com/embarkstudios/homegrown-rendering-with-rust-1e39068e56a7
    gfx Rust
  • #Ground Archives - Page 3 of 3 - Free PBR Materials

    Wed 01 Dec 2021 11:49:33 PM CET - permalink - https://freepbr.com/c/ground/page/3/
    gamedev gfx
  • #Water rendering for my mobile project : proceduralgeneration

    Sun 21 Nov 2021 10:50:22 AM CET - permalink - https://www.reddit.com/r/proceduralgeneration/comments/qxhltt/water_rendering_for_my_mobile_project/
    gfx procedural_generation
  • #Gentle introduction to GPUs inner workings | vkSegfault

    Sat 02 Oct 2021 11:39:01 PM CEST - permalink - https://vksegfault.github.io/posts/gentle-intro-gpu-inner-workings/
    gfx informatique
  • #Inigo Quilez :: fractals, computer graphics, mathematics, shaders, demoscene and more

    What I did was to take photos of mountain chains running parallel to the image plane, to prevent perspective distortion. Then I segmented the images in black and white, and converted the sky-mountain interface into a 1D signal. I then interpreted it as a WAV sound file and computed its frequency plot just as with the synthetic fBM() signals I analyzed earlier. I made sure the images were high enough resolution that the FFT algorithm would have something meaningful to work with.

    The results seem to indicate that, indeed, mountain profiles follow a -9dB/octave frequency distribution, which corresponds with B=-3 or H=1 or G=0.5, or in other words, Yellow Noise.

    xD

    Wed 15 Sep 2021 10:18:06 AM CEST - permalink - https://www.iquilezles.org/www/articles/fbm/fbm.htm
    gfx math
  • #Simulating worlds on the GPU

    Discution sur Reddit: https://www.reddit.com/r/proceduralgeneration/comments/or8lud/simulating_worlds_on_the_gpu/

    Tue 27 Jul 2021 09:12:47 AM CEST - permalink - https://davidar.io/post/sim-glsl
    gfx procedural_generation
  • #Inigo Quilez :: fractals, computer graphics, mathematics, shaders, demoscene and more

    Mon 19 Jul 2021 10:15:55 AM CEST - permalink - https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
    3D gfx à_faire
  • #Signed distance fields – Almost looks like work

    https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

    Sun 23 May 2021 07:43:10 AM CEST - permalink - https://jasmcole.com/2019/10/03/signed-distance-fields/
    3D gfx
  • #Seascape

    Tellement stylé !!!

    Sat 28 Nov 2020 04:56:03 AM CET - permalink - https://www.shadertoy.com/view/Ms2SD1
    ** 3D gfx
  • #Real-Time Physically Based Rendering: A quick explanation - YouTube

    YouTube thumbnail
    Sat 28 Nov 2020 04:55:48 AM CET - permalink - https://www.youtube.com/watch?v=GVNnfZG4riw
    3D gfx
  • #Fooling Around with Foveated Rendering

    Tue 06 Oct 2020 10:53:25 PM CEST - permalink - https://www.peterstefek.me/focused-render.html
    gfx Tuto à_lire
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