Lin X |
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Pushing Voxels Forward with C and OpenGL (E1) - Introduction by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E2) - Basics & SnapMC by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E3) - Indexed Marching Cubes by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E4) - Data-Oriented Design by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E5) - SnapMC by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E6) - Micro-optimizations are KEY! by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E7) - Longest-Edge Bisection by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E8) - Level of Detail by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel... In this episode, we review the code coverin
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Pushing Voxels Forward with C and OpenGL (E9) - Code Review and Next Steps by Lin X Be sure to check out https://voxelspace.net/ This project is open-source: https://github.com/Lin20/PushingVoxel...
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Ray-traced global illumination (RTX 2070/OptiX) - First test by Lin X Rasterized mesh with ray tracing at half resolution (800x450) for the sake of it staying at a high framerate despite the number of bounces. First look after spe
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