Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
https://svraster.github.io/
#ycombinator #Sparse_Voxel #Voxel #Octree #Rasterization
Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
https://svraster.github.io/
#ycombinator #Sparse_Voxel #Voxel #Octree #Rasterization
Making the switch from the #Developer version to the #Game-ready version of my #Nvidia driver, as I am starting to worry that the intense focus on #AI may be hampering it's usefulness for #rasterization and other aspects of the #graphics and #modeling workflows I use it to accelerate. I was using the developer version for things like #Blender, #GIMP, #Unity, and occasional experiments in analytical #AI, but if it's only good for the last one, and #GenerativeAI at that, I don't see the point.
Will post if I have any thoughts on what the outcome is.
Code a DOOM-like game engine from scratch in C [PART I]
https://www.youtube.com/watch?v=p7f9p9nDsmc
#ycombinator #code_doom_like_game_engine #from_scratch #doom #doom_II #doom_2 #game #engine #programming #development #game_dev #from #scratch #software #engineering #doom_like #first_person_shooter #Cprogramming #low_level_programming #3d_graphics #software_rendering #rasterization #rendering #2_5D #pseudo_3d #wolfenstein #wolf3d
Game Graphics: Rasterization https://hackaday.com/2023/12/26/game-graphics-rasterization/ #computergraphics #rasterization #gamegraphics #Featured #shaders #Skills #Games
I finally did some work on #FluidX3D again: I improved #rasterization performance with frustrum culling. Some of the rasterization kernels are especially heavy on VRAM bandwidth, like loading the velocity field to compute the Q-criterion isosurface on-the-fly. Frustrum culling is a guard clause that immediately exits the kernel for cells not in view of the camera, so unnecessary data is not loaded. ππ§
Full v2.10 update release notes: https://github.com/ProjectPhysX/FluidX3D/releases/tag/v2.10
Gaussian Splat Viewer and Creator β 3D reconstruction now for everyone
#3DReconstruction #GaussianSplatting #Rasterization #3DRendering #Inria #MaxPlanckInstitut #Unity #Unreal #3DModeling #3DGaussians