- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- Moments In Graphics (void-and-cluster)
- 2D
- 3D and 4D
- Bart Wronski Implementation of Solid Angle
- Forced Random Dithering matrices
// empty fragment shader. | |
void main() | |
{ | |
} |
typedef struct { uint64_t b[4]; } uint4x64_t; | |
// Bitsliced 4-bit adder | |
uint4x64_t add_sliced(uint4x64_t x, uint4x64_t y) { | |
uint4x64_t s; | |
uint64_t c = 0; | |
for (int i = 0; i < 4; i++) { | |
s.b[i] = x.b[i] ^ y.b[i] ^ c; | |
c = (x.b[i] & y.b[i]) | (x.b[i] & c) | (y.b[i] & c); |
Lesson 1: Lambda Expressions | |
This week covers the new lambda expressions feature added to Java SE 8. The lessons cover: | |
Why lambda expressions are needed in Java. | |
Why this feature was added to Java after twenty years. | |
The syntax of lambda expressions. | |
How to use lambda expressions and the rules that govern their use. | |
Examples of classes and methods that use lambda expressions like the new removeIf and replaceAll methods in the Collections API. | |
We provide video instruction along with written tutorials that guide you through the process. Please watch each video carefully to ensure that you have your system properly set up to complete this lesson. The videos and tutorials are listed sequentially, and we recommend that you use the instructional materials in that order. |