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A short guide on creating floppy disk images in Linux
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Theory and implementation of the De Moivre theorem
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Another way to turn your mobile phone into a macro camera
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A simple way to turn your mobile phone into a macro camera
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The classic demoscene effect explained and implemented in GLSL
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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.
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In Half-Life 2, a directional ambient term is precomputed across the environments and stored in the ambient cube lighting encoding.
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Generative art is an algorithmic approach to creating unique and dynamic works of art.
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A brief explanation on how to render a full screen pass efficiently in OpenGL and DirectX
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Wolfram's infamous rule 126 explained in plain terms
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The classic demoscene effect explained and implemented in GLSL
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A brief survey of various ways OpenGL can draw geometry
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An explanation of the math behind half-space testing
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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.
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A listing of CGI films, that played a pivotal role in the history of computer graphics
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Lightness constancy allows us to perceive surface brightness as stable despite changes in lighting.
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A collection of useful interpolation methods, theory and implementation
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L-Systems are a mathematical framework for modeling organic structures and fractals.
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A brief guide on using BTRFS
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A listing of useful math formulas and their plots
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How to generate stereo anaglyphs with ImageMagick
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Ray to Plane intersection testing, theory and implementation
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A simple method of implementing color grading
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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.
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The Sobel operator explained and implemented in GLSL
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A simple approach for sprite texture encoding
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A listing of visibility culling techniques
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There are many ways to spread points across the surface of a disk but doing so in an even distribution can be challenging.
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The classic plasma effect is a staple of demoscene history.
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The physics law of reflection, theory and implementation
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Implementation of pixelization effects in GLSL
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A high level explanation of FXAA and how to implement it in GLSL
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A short guide on NCF specification and how to use it in your own projects
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Metaballs, what are they and how to make them
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The classic demoscene effect explained and implemented in GLSL
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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.
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A summary of different approaches for embedding files within c / c++ code
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Theory and GPU implementation of the Mandelbrot and Julia fractal sets
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A GPU implementation of Conway's game of life
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A short guide on enabling and using Primus under Debian Sid
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Parallel processing with GNU Make