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Recently we (BUas colleague Peter van Dranen and me) released a 3D racing game for the MSX2 retro platform: A 1986 Z80-based home computer standard, supported by all major manufacturers at the time, including Philips, Sony, JVC, Toshiba and Panasonic.
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Abstract This article describes some recent experiments in the quest for the “Ultimate BVH” for ray tracing in games.
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This document describes the tinybvh single-header library for Bounding Volume Hierarchy construction and traversal, with a focus on ray tracing – to be used for graphics, audio or physics.
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This document describes the TinyBVH single-header library for Bounding Volume Hierarchy construction and traversal, with a focus on ray tracing – to be used for graphics, audio or physics.
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In this series we build a physically based renderer for a dynamic voxel world.
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In this series we build a physically based renderer for a dynamic voxel world.
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In this series we build a physically based renderer for a dynamic voxel world.
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In this series we build a physically based renderer for a dynamic voxel world.
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In this series we build a physically based renderer for a dynamic voxel world.
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In this series we build a physically based renderer for a dynamic voxel world.