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Build Securely on AWS with Proven Frameworks
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Moving to the cloud brings new challenges. How can you manage a larger attack surface while ensuring great network performance? Turn to Fortinet’s Tested Reference Architectures, blueprints for designing and securing cloud environments built by cybersecurity experts. Learn more and explore use cases in this white paper.
Simple voxel raycasting engine in SFML with multithreading support
Voxel raycasting engine written in C++ drawed by SFML, curently in alpha preview state. Currently rays are computed by CPU and performance is low and far away from realtime.
GLC_Player is a OpenGL Open Source 3D viewer used to view 3d models (COLLADA, 3DXML, OBJ 3DS STL OFF COFF Format) and to navigate easily in these models.
REAL LANDSCAPE PROJECT is an application for 3d visualization of any part of real world.It is based on OGRE engine and has a DCC tools editor for the creation of the 3D map/scene and GIS features for import elevation files type and run in FPS game view.
Earth3D is a program to display the earth as a 3D globe (including heightfields) in real-time. One can zoom until cities become visible. It uses huge datasets that are loaded on demand over the internet. It is possible to embed dynamic data into the view
Show Mesh is a mesh viewer using Ogre and Qt. It allows the user to view 3D Ogre models and play with light, shadow, fog. It also allows the user to see the materials the model uses and see the bounding boxes and animations the model has.
NWNModels Viewer is a program to view 3d models of the Neverwinter Nights(c) game. This first version not include view animations, yet. This program use opengl to render models.
Turn a flat 2d photo into a wiggle stereogram instantly!
Take a 2D flat photo... and turn it into a w3D "wiggle stereogram"!
INSTANTLY!
Wiggle stereograms use animation to switch between the left and right view of a stereogram. Here we create a nice animation that slides back and forth, for a smooth wiggle 3D ("w3D") effect. First the image is broken down into planes. Each plane is given a depth distance. The image belonging to each plane is horizontally compressed enough that the "shadows" cast by the image belonging to the planes in front of it cover the "holes" in the plane. ...