- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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// | |
// Lookup Tables for Transvoxel's Modified Marching Cubes | |
// | |
// Unlike the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm), these tables guarantee | |
// a closed mesh "whose connected components are continuous and free of holes." | |
// | |
// Rotations are prioritised over inversions so that 3 of the 6 cases containing ambiguous faces are never added. 3 extra | |
// cases are added as a post-process, overriding inverses through custom-build rotations to eliminate the rest. | |
// | |
// Uses the exact same co-ordinate system as https://gist.github.com/dwilliamson/c041e3454a713e58baf6e4f8e5fffecd |
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#include <stdbool.h> | |
#include <spu_intrinsics.h> | |
struct vector3_t | |
{ | |
float x, y, z; | |
}; | |
struct matrix43_t | |
{ |
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import random | |
def get_random_color(pastel_factor = 0.5): | |
return [(x+pastel_factor)/(1.0+pastel_factor) for x in [random.uniform(0,1.0) for i in [1,2,3]]] | |
def color_distance(c1,c2): | |
return sum([abs(x[0]-x[1]) for x in zip(c1,c2)]) | |
def generate_new_color(existing_colors,pastel_factor = 0.5): | |
max_distance = None |
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#include "GridDrawer.h" | |
#include "Grid.h" | |
GridDrawer::GridDrawer(Grid& grid) | |
:grid(grid) | |
,grid_prog(0) | |
,grid_vbo(0) | |
,grid_vao(0) | |
,u_projection_matrix(0) | |
{ |