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# Surface Splatting
-[![Build badge](https://github.com/sebastianlipponer/surface_splatting/actions/workflows/build.yml/badge.svg)](https://github.com/sebastianlipponer/surface_splatting/actions?workflow=build)
+[![Build badge](https://github.com/sebastianlipponer/surface_splatting/actions/workflows/build.yml/badge.svg)](https://github.com/sebastianlipponer/surface_splatting/actions?workflow=build) [![license](https://img.shields.io/github/license/sebastianlipponer/surface_splatting)](https://github.com/sebastianlipponer/surface_splatting/blob/master/COPYING.MIT)
This demo implements a point rendering and texture filtering technique called *Surface Splatting*1. More specifically, it implements the GPU accelerated surface splatting approach by Botsch et al.2 using OpenGL 3.3 (core profile). This basically comprises a raycasting based rasterization of elliptical splats, a deferred shading pipeline and an approximation to the original EWA filter1. The demo has been tested on a NVIDIA GTX 1080 Ti GPU using driver version 552.22 on Windows 10 (compiled with MSVC 2019) and 525.147.05 on Linux (compiled with GCC 12.2.0). It is built on top of [GLviz](https://github.com/sebastianlipponer/glviz) and is therefore rather simple to compile.
-**Author**: [Sebastian Lipponer](http://sebastianlipponer.de), **License**: MIT
-
[![](http://sebastianlipponer.github.io/surface_splatting/dragon_thumbnail.png)](http://sebastianlipponer.github.io/surface_splatting/dragon.png)[![](http://sebastianlipponer.github.io/surface_splatting/dragon_splats_tail_thumbnail.png)](http://sebastianlipponer.github.io/surface_splatting/dragon_splats_tail.png)
_**Left**: Surface splatting of the Stanford Dragon model. **Right**: Closeup showing artificially shrunk splats to illustrate the splat distribution._