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Robbin Marcus
Game development, graphics and computer science
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Robbin Marcus: Real-time Raytracing part 2.1
Robbin Marcus Thursday, October 29, 2015 Real-time Raytracing part 2.1 In my last post I gave a summary on all available methods for creating bounding volume hierarchies. In this post I'd like to ...
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Robbin Marcus: Real-time Raytracing part 4
Robbin Marcus Monday, December 21, 2015 Real-time Raytracing part 4 In all of the previous posts, I've talked about optimizing ray tracing. I've mentioned path tracing, but never spoke of path tra...
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Robbin Marcus: The next step in Entity Component Systems
Object Oriented Programming The main reason to use OOP for games, was that the concept is easy to grasp. You create a hierarchy for all objects, and code reuse is introduced by polymorphism. In the d...
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Robbin Marcus: Real-time Raytracing part 3.1
Robbin Marcus Saturday, December 5, 2015 Real-time Raytracing part 3.1 In part 3, I've shown some examples on how to tune algorithms on the GPU. Here I would like to address how we can apply those...
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Robbin Marcus: Real-time Raytracing part 3
Robbin Marcus Saturday, November 21, 2015 Real-time Raytracing part 3 In part 2, I showed you that you can speed up your ray tracing algorithm by means of a spatial data structure. In this post I ...