- the video tutorial explains two different techniques of frustum culling
- presents how to implement culling in object and clip space
- code implementation is provided for OpenGL
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- slides and videos from the Khronos Osaka Dev Day have been released
- covers how to read and write SPIR-V, use the Vulkan Validation Effectively as well as what tools are available
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- the article presents how the terrain in Deus Ex is quite different compared to other solutions
- shows how the terrain uses translucent materials to blend between opaque objects and the terrain
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- the video shows how rotation matrices are defined in mathematics and glm + OpenGL
- presents how to read a 4x4 matrix as columns matrices to understand the effect
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- the video explains the effect of the Halton Sequence compared to random and grid sampling
- shows how to implement the Halton Sequence using GLSL
- presents the practical effects when applied to image space lighting
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- the article explains how to create a stylized waterfall effect
- shows how to integrate SDF objects to interact with the water flow
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- the paper presents how to construct micro meshes from high-resolution triangle meshes
- provides an overview of the micro-mesh data structure
- discusses advantages and disadvantages of the mesh structure
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Thanks to Jon Greenberg for support of this series.
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