Rendering for DELTA – 3D on MSX2
Recently we (BUas colleague Peter van Dranen and me) released a 3D racing game for the MSX2...
Links, Code Articles
Recently we (BUas colleague Peter van Dranen and me) released a 3D racing game for the MSX2...
Abstract This article describes some recent experiments in the quest for the Ultimate BVH for ray tracing...
This document describes the tinybvh single-header library for Bounding Volume Hierarchy construction and traversal, with a focus...
This document describes the TinyBVH single-header library for Bounding Volume Hierarchy construction and traversal, with a focus...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...
In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...