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Marching Cubes Infinite Density-Field Terrain on GPU (GLSL)
Real-time GPU marching cubes (Unity3d)
FluidX3D - Free-Surface VoF LBM on the GPU visualized with Marching Cubes in Real Time
Tellusim Signed Distance Field objects
[Tellusim Engine SDK] Tellusim XRLink (Linux to Oculus)
[Tellusim Engine SDK] Tellusim Explorer
[Tellusim Engine SDK] Tellusim Forest Scene Multi-GPU sync test
Tellusim Line Anisotropy Shading
NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler
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Last Updated: September 21, 2026
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Summary
What goes in: A simple grid of 64x64x64 points. What comes out: A grid of 1280x720 pixels, see above. This is a video of an example of the FAST framework where a real-time Just a test of the shader. Original code by Johannes Gotlén: johannes.gotlen.se/blog/2013/02/realtime- FluidX3D is a real time 3D fluid simulation based on the lattice Boltzmann method. It is written in OpenCL C ( Wireless streaming from Linux (2080Ti) to Oculus Q2 at 3600x1800 with zero visual latency (grabbed by headset). Google Map ... 3090+3090Ti running two 4K screens connected directly to the rendering Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. A single GeForce 2080 Ti running five 2K displays in multiview mode. Models: ...