In this second part of our deeper look at 3D game rendering, we'll be focusing what happens to the 3D world after all of the vertex processing has finished. We'll need to dust off our math textbooks again, grapple with the geometry of frustums, and ponder the puzzle of perspectives. We'll also take a quick dive into the physics of ray tracing, lighting and materials -- excellent!
Also used to display real-time safety information
Thanks to the work of Dr. Andrew Tallon... and lasers
Could 3D camera tech help spur smartphone sales?
But it's initially only for iPhones
The joy of free-camera screenshots
Holographic content will be in Red's proprietary .h4v format
First preview build will be available Thursday of this week