Multithreading Exercises #1 – Bouncing Particles
In this post, we are going to talk about an exercise that should be solved using multithreading techniques.
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Instancing vs Geometry Shader vs Vertex Shader – Round 2
In this opportunity, I want to do the same I did in my previous post but with spheres instead of boxes.
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Instancing vs Geometry Shader vs Vertex Shader – Round 1
In this opportunity, I want to compare 3 techniques to draw the same geometry in different locations:
- Instancing Technique
- Geometry Shader Technique
- Vertex Shader Technique
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Physically Based Rendering – First Approach
After a long time, finally, I began with Physically Based Rendering. I was using Blinn-Phong, and I was comfortable with its result, but because all famous rendering engines were switching to physically based rendering models, I wanted to check it.
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