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Rendering for DELTA – 3D on MSX2

Recently we (BUas colleague Peter van Dranen and me) released a 3D racing game for the MSX2...

BVH Quality: Beyond SBVH

Abstract This article describes some recent experiments in the quest for the Ultimate BVH for ray tracing...

tinybvh – Manual – Advanced

This document describes the tinybvh single-header library for Bounding Volume Hierarchy construction and traversal, with a focus...

tinybvh – Manual – Basic Use

This document describes the TinyBVH single-header library for Bounding Volume Hierarchy construction and traversal, with a focus...

Ray Tracing with Voxels in C++ Series – Part 6

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...

Ray Tracing with Voxels in C++ Series – Part 5

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...

Ray Tracing with Voxels in C++ Series – Part 4

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...

Ray Tracing with Voxels in C++ Series – Part 3

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...

Ray Tracing with Voxels in C++ Series – Part 2

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...

Ray Tracing with Voxels in C++ Series – Part 1

In this series we build a physically based renderer for a dynamic voxel world. From Whitted-style ray...