If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
github.com/ocornut/imgu...
Bonus links:
- list of extensions github.com/ocornut/imgu...
- debug tools github.com/ocornut/imgu...
- error recovery github.com/ocornut/imgu...
- getting started github.com/ocornut/imgu...
- bindings & backends github.com/ocornut/imgu...
github.com/ocornut/imgu...
Bonus links:
- list of extensions github.com/ocornut/imgu...
- debug tools github.com/ocornut/imgu...
- error recovery github.com/ocornut/imgu...
- getting started github.com/ocornut/imgu...
- bindings & backends github.com/ocornut/imgu...
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
www.youtube.com/live/pwRpK8e...
www.youtube.com/live/pwRpK8e...
(with playable web demo)
www.bowerbyte.com/posts/blocky...
(with playable web demo)
www.bowerbyte.com/posts/blocky...
PEP: Prediction-Encoded Pixels
This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
PEP: Prediction-Encoded Pixels
This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
The most common approach is to distribute the depth-slices in an "exponential" manner between a near and far plane, which is probably more appropriately named "geometric" since it relies on a geometric progression.
www.desmos.com/geometry/qd1...
The most common approach is to distribute the depth-slices in an "exponential" manner between a near and far plane, which is probably more appropriately named "geometric" since it relies on a geometric progression.
www.desmos.com/geometry/qd1...
THIS IS PRICELESSSSSSSS 🤑🫡🥹🤩
www.youtube.com/@CainOnGames
THIS IS PRICELESSSSSSSS 🤑🫡🥹🤩
www.youtube.com/@CainOnGames
advances.realtimerendering.com/s2025/index....
- Eliminated -Wall warnings (issue #217)
- Improved use of JobSystem (#221)
- Opacity Micromaps support general N (#218)
- Faster full-sweep BVH (#222)
- glm can now actually be used (#215)
Thanks to all contributors and issue reporters!
- Eliminated -Wall warnings (issue #217)
- Improved use of JobSystem (#221)
- Opacity Micromaps support general N (#218)
- Faster full-sweep BVH (#222)
- glm can now actually be used (#215)
Thanks to all contributors and issue reporters!
This time instead of having a fixed depth-slice count (which is common for games for a variety of reasons) we'll instead focus on trying to maintain a uniform and non-elongated froxel shapes, which results a variable slice count
www.desmos.com/geometry/yl5...
This time instead of having a fixed depth-slice count (which is common for games for a variety of reasons) we'll instead focus on trying to maintain a uniform and non-elongated froxel shapes, which results a variable slice count
www.desmos.com/geometry/yl5...
Uses direct references to objects in the viewport (which are visually disambiguated using colors), and dynamically coloring the test point based on whether it's inside or outside the frustum
Uses direct references to objects in the viewport (which are visually disambiguated using colors), and dynamically coloring the test point based on whether it's inside or outside the frustum