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Google Tech Talks March 27, 2007 ABSTRACT Classical frame bufferless real-time architecture 0-path direct drawing Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable GPUs were a thing, they ... Starting implementation of stochastic ambient occlusion (4 samples per pixel). Kernels are now implemented in GLSL Compute Shaders and execute on Get access to 70+ hours of TouchDesigner video training, a private group where Elburz and Matthew Ragan answer all ...
In this video, we'll take a look at the V-Ray On-demand mip-mapped textures supported on the V-Ray RT Added refraction in order to have a much better water rendering system.
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Last Updated: June 14, 2026
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