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Home |
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Research |
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Codes and projects |
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News and articles |
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About Me |
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Turing Architecture whitepaper |
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blog post |
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VK_NVX_raytracing |
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GLSL_NVX_raytracing |
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SPV_NVX_raytracing |
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this blog post |
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this blog post |
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http://on-demand.gputechconf.com/gtc/2018/video/S8521/ |
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here |
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VK_NV_mesh_shader |
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GL_NV_mesh_shader |
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GLSL_NV_mesh_shader |
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SPV_NV_mesh_shader |
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https://devblogs.nvidia.com/introduction-turing-mesh-shaders/ |
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http://on-demand.gputechconf.com/siggraph/2018/video/sig1811-3-christoph-kubisch-mesh-shaders.html |
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compute-based adaptive tessellation technique |
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https://github.com/jdupuy/opengl-framework/tree/master/demo-isubd-terrain |
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VK_NV_shading_rate_image |
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GL_NV_shading_rate_image |
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GLSL_NV_shading_rate_image |
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SPV_NV_shading_rate |
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https://devblogs.nvidia.com/turing-variable-rate-shading-vrworks/ |
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VK_NV_scissor_exclusive |
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GL_NV_scissor_exclusive |
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VK_NV_shader_image_footprint |
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GL_NV_shader_texture_footprint |
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GLSL_NV_shader_texture_footprint |
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SVP_NV_shader_image_footprint |
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VK_NV_compute_shader_derivatives |
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GL_NV_compute_shader_derivatives |
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GLSL_NV_compute_shader_derivatives |
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SPV_NV_compute_shader_derivatives |
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VK_NV_shader_subgroup_part**ioned |
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GL_NV_shader_subgroup_part**ioned |
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SPV_NV_shader_subgroup_part**ioned |
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VK_NV_fragment_shader_barycentric |
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GL_NV_fragment_shader_barycentric |
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GLSL_NV_fragment_shader_barycentric |
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SPV_NV_fragment_shader_barycentric |
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https://www.scratchapixel.com/ |
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VK_NV_corner_sampled_image |
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Burley and Lacewell 2008 |
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https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/Borderless%20Ptex.pdf |
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VK_NV_representative_fragment_test |
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GL_NV_representative_fragment_test |
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https://github.com/nvpro-samples/gl_occlusion_culling |
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VK_KHR_multiview |
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GL_OVR_multiview |
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https://devblogs.nvidia.com/turing-multi-view-rendering-vrworks/ |
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Maxwell architecture |
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some of them are exposed in Direct3D |
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R344 driver |
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here |
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new SDK samples |
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EXT_post_depth_coverage |
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EXT_raster_multisample |
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EXT_spa****_texture2 |
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EXT_texture_filter_minmax |
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NV_conservative_raster |
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NV_fill_rectangle |
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NV_fragment_coverage_to_color |
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NV_fragment_shader_interlock |
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NV_framebuffer_mixed_samples |
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NV_geometry_shader_pa***through |
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NV_sample_locations |
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NV_sample_mask_override_coverage |
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NV_shader_atomic_fp16_vector |
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NV_path_rendering_shared_edge |
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NV_viewport_array2 |
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NV_framebuffer_mixed_samples |
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EXT_raster_multisample |
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AnandTech |
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NV_fragment_coverage_to_color |
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EXT_post_depth_coverage |
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here |
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NV_sample_mask_override_coverage |
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NV_sample_locations |
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NV_conservative_raster |
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NV_fragment_shader_interlock |
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NV_fill_rectangle |
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NV_geometry_shader_pa***through |
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NV_viewport_array2 |
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here |
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EXT_spa****_texture2 |
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ARB_spa****_texture |
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EXT_texture_filter_minmax |
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NV_shader_atomic_fp16_vector |
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UE4 game engine |
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this interview of Tim Sweeney |
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voxel cone-tracing |
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paper |
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Siggraph talk |
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Ph.D thesis on GigaVoxels |
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GPU Technology Conference |
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real-time global illumination approach |
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(PPTX, 50MB) |
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(PDF, 7MB) |
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http://www.gputechconf.com/ |
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OpenGL Insights |
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OpenGL Insights |
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here |
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GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes |
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Ph.D webpage |
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here |
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there |
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NVIDIA Research |
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book website |
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publisher's website |
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amazon |
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Advances in Real-Time Rendering in Games |
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Beyond Programmable Shading |
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State-of-the-Art: Interactive Global Illumination |
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Destruction and Dynamics for Film and Game Production |
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Filtering Approaches for Real-Time Anti-Aliasing |
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Production Volume Rendering |
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Compiler Technology for Rendering |
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Liquid Simulation with mesh-based Surface Tracking |
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CRYTEK |
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Slides |
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Videos |
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INTEL |
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Slides |
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Introduction to Modern OpenGL Programming |
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Slides |
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HPG 2011 |
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Stephen Hill's Blog |
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Interactive Indirect Illumination Using Voxel Cone Tracing |
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http://www.opengl.org/registry/ |
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http://developer.nvidia.com/opengl-driver |
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http://www.g-truc.net/post-0414.html |
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shader_atomic_counters |
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conservative depth |
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instanced transformed feedback |
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shader_image_load_store |
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Christophe |
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http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html |
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http://artis.imag.fr/Publications/2011/CNSGE11b/ |
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http://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing |
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http://graphics.cs.williams.edu/data/meshes.xml |
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http://www.3drender.com/challenges/ |
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http://www.crytek.com/cryengine/cryengine3/downloads |
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http://www.cs.caltech.edu/~keenan/models.html |
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http://hdri.cgtechniques.com/~sibenik2/download/ |
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http://shapes.aimatshape.net/ |
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http://artist-3d.com/ |
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http://www.3dvalley.com/3d-models/characters |
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http://www.blendswap.com/3D-models/category/featured/ |
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http://archive3d.net/ |
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http://www.sci.utah.edu/~wald/animrep/ |
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http://people.csail.mit.edu/drdaniel/mesh_animation/index.html |
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http://people.csail.mit.edu/drdaniel/dynamic_shape/index.html |
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http://people.csail.mit.edu/sumner/research/deftransfer/data.html |
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http://grail.cs.was***ngton.edu/software-data/stfaces/index.html |
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http://www.ryanmwhite.com/research/cloth_cap.html |
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http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html |
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Siggraph 2011 in Vancouver |
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poster at I3D 2011 |
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here |
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http://artis.imag.fr/Membres/Cyril.Cra***in/GIVoxels/Siggraph11_GI1.mov |
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http://artis.imag.fr/Membres/Cyril.Cra***in/GIVoxels/Siggraph11_AO1.mov |
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here |
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http://publications.dice.se/ |
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http://www.nvidia.com/object/gdc2011.html |
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http://developer.amd.com/doc***entation/presentations/Pages/default.aspx#GDC |
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http://software.intel.com/en-us/articles/intelgdc2011/ |
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http://www.khronos.org/library/detail/2011-gdc-opengl |
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http://msinilo.pl/blog/?p=724 |
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Anandtech |
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NVIDIA pressroom |
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Dr Dobbs |
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GPGPU.org |
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http://bit.ly/cuda4features |
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Cyril Cra***in |
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NVIDIA Research Page |
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Ph.D Research Page |
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View my complete profile |
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Stephen Hill's "Self Shadow" |
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Timothy Farrar "Atom" |
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Jake Cannel "EnterTheSingularity" |
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"The Hacks of Life" |
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Oscarbg |
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Kayvon Fatahalian "gates381" |
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Christophe Riccio "G-Truc Creation" |
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Jon Olick |
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Marco Salvi "Pixels Too Many" |
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Barrett Abernethy "bv2.co.uk" |
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Jeremy Sugerman "GPU notes" |
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Tom Forsyth's Tech Blog |
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Simon Green |
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Pete s***rley's Graphics Blog |
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Brian Karis "Graphic Rants" |
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Mike Acton "Cell Performance" |
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Ray Tracey's |
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Eric Haines "real-time rendering" |
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"Syntopia" |
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Wolfgang Engel |
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Humus |
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Sylvain Lefebvre |
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Fabrice Neyret "zarfoubo" |
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c0de517e |
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Ke-Sen Huang's cg papers registry |
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Iñigo Quilez's Site |
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RealWorldTech |
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Beyond3D Forum |
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Templates Next |
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Blogger Templates |
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Theme Craft |
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