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Articole: 91
  1. A short guide on creating floppy disk images in Linux

  2. The De Moivre theorem

    Theory and implementation of the De Moivre theorem

  3. Another way to turn your mobile phone into a macro camera

  4. A simple way to turn your mobile phone into a macro camera

  5. The classic demoscene effect explained and implemented in GLSL

  6. Spherical Harmonics are a type of Spherical Radial Basis Function that can be used to encode signals defined on a sphere in a compact way.

  7. Irradiance, Ambient Cube

    In Half-Life 2, a directional ambient term is precomputed across the environments and stored in the ambient cube lighting encoding.

  8. Generative art

    Generative art is an algorithmic approach to creating unique and dynamic works of art.

  9. A brief explanation on how to render a full screen pass efficiently in OpenGL and DirectX

  10. Wolfram's infamous rule 126 explained in plain terms

  11. The classic demoscene effect explained and implemented in GLSL

  12. OpenGL Geometry

    A brief survey of various ways OpenGL can draw geometry

  13. Half-Space Test

    An explanation of the math behind half-space testing

  14. Distributed Ray-Tracing

    An overview of how distributed ray-tracing enhances realism by addressing the limits of traditional ray-tracing, using Monte Carlo sampling to simulate effects like soft shadows, gloss, depth of field, and motion blur.

  15. A listing of CGI films, that played a pivotal role in the history of computer graphics

  16. Lightness constancy allows us to perceive surface brightness as stable despite changes in lighting.

  17. Interpolation Methods

    A collection of useful interpolation methods, theory and implementation

  18. Lindenmayer Systems

    L-Systems are a mathematical framework for modeling organic structures and fractals.

  19. BTRFS, Quick Start

    A brief guide on using BTRFS

  20. A listing of useful math formulas and their plots

  21. How to generate stereo anaglyphs with ImageMagick

  22. Ray to Plane intersection testing, theory and implementation

  23. A simple method of implementing color grading

  24. A tour of the matrix operations graphics programmers rely on, transpose, conjugate, determinant and inverse, followed by the 4x4 transformation matrices for translation, scaling, rotation and mirroring.

  25. The Sobel operator explained and implemented in GLSL

  26. A simple approach for sprite texture encoding

  27. Visibility Culling

    A listing of visibility culling techniques

  28. There are many ways to spread points across the surface of a disk but doing so in an even distribution can be challenging.

  29. Plasma Effect

    The classic plasma effect is a staple of demoscene history.

  30. Law of Reflection

    The physics law of reflection, theory and implementation

  31. PostFX, Pixelize

    Implementation of pixelization effects in GLSL

  32. Anti-Aliasing, FXAA

    A high level explanation of FXAA and how to implement it in GLSL

  33. A short guide on NCF specification and how to use it in your own projects

  34. Metaballs

    Metaballs, what are they and how to make them

  35. Pseudo 3D Tunnel Effect

    The classic demoscene effect explained and implemented in GLSL

  36. This post shows how the geometric dot product, lengths times cosine of the angle, can be converted into the coordinate form by summing the products of corresponding components, proving both forms are equivalent.

  37. C/C++ Embedded Files

    A summary of different approaches for embedding files within c / c++ code

  38. Theory and GPU implementation of the Mandelbrot and Julia fractal sets

  39. Conway's Game of Life

    A GPU implementation of Conway's game of life

  40. Primus Under Debian/Sid

    A short guide on enabling and using Primus under Debian Sid

  41. Parallel processing with GNU Make