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Author: David M. Toney

GPU Billboards in a Space Scene

Posted on May 25, 2017September 9, 2017 by David M. Toney

Whether you're building a space-based game or something closer to home, assuming it's in 3D, you may find yourself needing to render lots and lots of objects that don't necessarily require complex geometry. They might be objects that are off in the distance, such as  asteroids or even an entire starfield. They could be trees, … Continue reading GPU Billboards in a Space Scene

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Planetary Atmospheric Scattering

Posted on May 11, 2017 by David M. Toney

Hello, World! When learning a new language, it's traditional for programmers to write a first program that simply prints out, "Hello, World!". Since I am a programmer writing my first blog entry on a real-time rendering topic, I decided to say "hello" by 'rendering the world'. Recently, I've been researching atmospheric scattering for use in … Continue reading Planetary Atmospheric Scattering

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