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Last updated 3 months ago
4 months ago
meshoptimizer implements several geometry compression algorithms that are designed to take advantage...
5 months ago
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on...
11 months ago
The first somewhat social platform that I’ve used was LiveJournal; I used...
about 1 year ago
I regularly hear or read statements like this: “X is slow but...
over 1 year ago
When working with mesh shaders, the geometry needs to be split into...
over 1 year ago
When using std::condition_variable, there’s an easy to remember rule: all variables accessed...
over 1 year ago
In the process of working on calm, a minimal from-scratch fast CUDA...
over 2 years ago
Backface culling is something we take for granted when rendering triangle meshes...
over 2 years ago
When working with mesh shaders to draw meshes, you need to split...
over 2 years ago
When working with various forms of culling, it can be useful to...