Geeks3D recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader.
Billboards and particle rendering
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Geeks3D recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader.
Following on his previous talks on data visualization and programming interfaces, Bret Victor presents the idea of what he calls a “seeing space”, meant to improve understanding of problems in the context of collaborative engineering.
Seeing Spaces from Bret Victor on Vimeo.