mmikkelsen3d.blogspot.com mmikkelsen3d.blogspot.com

mmikkelsen3d.blogspot.com

Mikkelsen and 3D Graphics

Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light ...

http://mmikkelsen3d.blogspot.com/

WEBSITE DETAILS
SEO
PAGES
SIMILAR SITES

TRAFFIC RANK FOR MMIKKELSEN3D.BLOGSPOT.COM

TODAY'S RATING

>1,000,000

TRAFFIC RANK - AVERAGE PER MONTH

BEST MONTH

December

AVERAGE PER DAY Of THE WEEK

HIGHEST TRAFFIC ON

Saturday

TRAFFIC BY CITY

CUSTOMER REVIEWS

Average Rating: 4.1 out of 5 with 18 reviews
5 star
9
4 star
4
3 star
4
2 star
0
1 star
1

Hey there! Start your review of mmikkelsen3d.blogspot.com

AVERAGE USER RATING

Write a Review

WEBSITE PREVIEW

Desktop Preview Tablet Preview Mobile Preview

LOAD TIME

0.5 seconds

FAVICON PREVIEW

  • mmikkelsen3d.blogspot.com

    16x16

  • mmikkelsen3d.blogspot.com

    32x32

CONTACTS AT MMIKKELSEN3D.BLOGSPOT.COM

Login

TO VIEW CONTACTS

Remove Contacts

FOR PRIVACY ISSUES

CONTENT

SCORE

6.2

PAGE TITLE
Mikkelsen and 3D Graphics | mmikkelsen3d.blogspot.com Reviews
<META>
DESCRIPTION
Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light ...
<META>
KEYWORDS
1 posted by
2 2 comments
3 email this
4 blogthis
5 share to twitter
6 share to facebook
7 share to pinterest
8 w0 dh z/ds
9 dh z/dt
10 and binary
CONTENT
Page content here
KEYWORDS ON
PAGE
posted by,2 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,w0* dh z/ds,dh z/dt,and binary,of craig donner,finally some oldies,11 comments,vsigmay,vsigmax,specific to parallax/pom,fdet,float2 dot,vv ;,float2 vprojvtex =
SERVER
GSE
CONTENT-TYPE
utf-8
GOOGLE PREVIEW

Mikkelsen and 3D Graphics | mmikkelsen3d.blogspot.com Reviews

https://mmikkelsen3d.blogspot.com

Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light ...

INTERNAL PAGES

mmikkelsen3d.blogspot.com mmikkelsen3d.blogspot.com
1

Mikkelsen and 3D Graphics: Links to my papers and some Summaries

http://mmikkelsen3d.blogspot.com/2013/03/the-jbit.html

Mikkelsen and 3D Graphics. Sunday, March 10, 2013. Links to my papers and some Summaries. The jbit.net server appears to be down still. So I have decided to write a post listing some of my papers and with links to their alternative urls. One paper some have been asking for recently is my skin rendering paper from 2010:. Skin Rendering by Pseudo-Separable Cross Bilateral Filtering. In this paper I show how to convert the work. Next there is the bump mapping paper and the accompanying source. The paper doe...

2

Mikkelsen and 3D Graphics: Derivative Maps

http://mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html

Mikkelsen and 3D Graphics. Wednesday, July 27, 2011. For those interested in the paper Bump Mapping Unparametrized Surfaces on the GPU. Which discusses an alternative method to normal mapping. I thought I'd comment on a few additional variants/use-cases. For instance listing 2 computes the screen-space derivative of the height value. This can also be achieved using precomputed derivative maps. These texture space derivatives can be transformed to screen-space using the chain rule. The downside is of cour...

3

Mikkelsen and 3D Graphics

http://mmikkelsen3d.blogspot.com/2013/10/volume-height-maps-and-triplanar-bump.html

Mikkelsen and 3D Graphics. Sunday, October 6, 2013. Volume Height Maps and Triplanar Bump Mapping. I know it has been a while but I thought I would like to emphasize an easily missed contribution in my paper Bump Mapping Unparametrized Surfaces on the GPU. Jim Blinn's perturbed normal. The formula also suggests that a well known method. To give an example of how the theoretical math might apply to a real world practical case. Along each axis and we use a derivative/normal map for each projection. The cor...

4

Mikkelsen and 3D Graphics: November 2011

http://mmikkelsen3d.blogspot.com/2011_11_01_archive.html

Mikkelsen and 3D Graphics. Tuesday, November 29, 2011. Derivative Maps in xNormal. Version 3.17.8 of xNormal. Has just been released with a new map type called a Derivative map. The primary goal with this new map type is to provide a map that can be used with a new method for bump mapping that does not use tangent spaces. There are many advantages to using this method. 2 Is much better suited for synthesized surfaces/tessellation. 3 Does not distinguish between regular geometry and tessellation. The vari...

5

Mikkelsen and 3D Graphics: July 2011

http://mmikkelsen3d.blogspot.com/2011_07_01_archive.html

Mikkelsen and 3D Graphics. Wednesday, July 27, 2011. For those interested in the paper Bump Mapping Unparametrized Surfaces on the GPU. Which discusses an alternative method to normal mapping. I thought I'd comment on a few additional variants/use-cases. For instance listing 2 computes the screen-space derivative of the height value. This can also be achieved using precomputed derivative maps. These texture space derivatives can be transformed to screen-space using the chain rule. The downside is of cour...

UPGRADE TO PREMIUM TO VIEW 10 MORE

TOTAL PAGES IN THIS WEBSITE

15

LINKS TO THIS WEBSITE

blog.selfshadow.com blog.selfshadow.com

Overdraw in Overdrive - Self Shadow

http://blog.selfshadow.com/publications/overdraw-in-overdrive

This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...

colinbarrebrisebois.com colinbarrebrisebois.com

Uncategorized – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/uncategorized

In search of the perfect pixel. It seems we can’t find what you’re looking for. Perhaps searching can help. Hi, my name is Colin Barré-Brisebois. This is my personal blog about real-time rendering and video-game development. These are my ramblings, not my employer's :). Stephen Hill (self shadow). RT @ aras p. How do you decide what to work on? Is so, so, SOOOO true. jvns.ca/blog/2016/08/1. Vous êtes en feu Mr.Tobias ;) 4 days ago. Hey Sweden, that's a lot of NaNs. ;) https:/ t.co/K0CZXOkuBc.

fuzzyreflection.com fuzzyreflection.com

November | 2016 | Fuzzy Reflection

https://fuzzyreflection.com/2016/11

Personal Space for Self-Reflection. Monthly Archives: November 2016. EA Frostbite Star Wars = fun times ahead. November 6, 2016. I recently moved to Motive Studios and joined Jade Raymond and her talented (still growing) team for new exciting projects! I’m very excited by this new opportunity, as I’m now directly collaborating with DICE and contributing to the Frostbite engine, meeting … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive.

fuzzyreflection.com fuzzyreflection.com

EA | Fuzzy Reflection

https://fuzzyreflection.com/category/ea

Personal Space for Self-Reflection. EA Frostbite Star Wars = fun times ahead. November 6, 2016. I recently moved to Motive Studios and joined Jade Raymond and her talented (still growing) team for new exciting projects! I’m very excited by this new opportunity, as I’m now directly collaborating with DICE and contributing to the Frostbite engine, meeting … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive. Stephen Hill (self shadow). Blog at WordPress.com.

fuzzyreflection.com fuzzyreflection.com

API | Fuzzy Reflection

https://fuzzyreflection.com/category/api

Personal Space for Self-Reflection. A look at Direct3D 12 – Part 1. September 7, 2014. Need for a new API Direct3D, as any 3D API on PC, has two main goals: Provide a low overhead graphics API Provide a single API that works on different hardware With APIs and GPUs becoming more and more complex, … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive. This is my personal blog about real-time rendering, and represents my personal views, not my employer's.

fuzzyreflection.com fuzzyreflection.com

CPU | Fuzzy Reflection

https://fuzzyreflection.com/category/cpu

Personal Space for Self-Reflection. Maximizing code performance by thinking data first – Part 2. August 15, 2016. Knowing the hardware Memory cache CPU is not physically directly connected to the main memory. All random access memory (load and stores) on modern CPU goes through memory cache. When the CPU executes a fetch instruction (load), the memory controller searches … Continue reading →. Maximizing code performance by thinking data first – Part 1. July 14, 2016. Stephen Hill (self shadow).

fuzzyreflection.com fuzzyreflection.com

A look at Direct3D 12 – Part 1 | Fuzzy Reflection

https://fuzzyreflection.com/2014/09/07/a-look-at-direct3d-12-part-1

Personal Space for Self-Reflection. Maximizing code performance by thinking data first – Part 1 →. A look at Direct3D 12 – Part 1. September 7, 2014. Need for a new API. Direct3D, as any 3D API on PC, has two main goals:. Provide a low overhead graphics API. Provide a single API that works on different hardware. Performance on PC is not optimal. In fact, it’s very likely you’ll be CPU bound if you naïvely port your console game to PC. Efficiently generate commands amongst multiple threads. Float blendFac...

blog.selfshadow.com blog.selfshadow.com

Blog Archive - Self Shadow

http://blog.selfshadow.com/archives

Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.

blog.selfshadow.com blog.selfshadow.com

Perpendicular Possibilities - Self Shadow

http://blog.selfshadow.com/2011/10/17/perp-vectors

Figure 1: Major axes for original (left), swizzle (mid) and perpendicular (right) vectors. Two months ago, there was a question. And subsequent discussion) on Twitter as to how to go about generating a perpendicular unit vector, preferably without branching. It seemed about time that I finally post something more complete on the subject, since there are various ways to go about doing this, as well as a few traps awaiting the unwary programmer. Abs(dot(u, UP) , somewhat arbitrary epsilon. In a neat little.

blog.selfshadow.com blog.selfshadow.com

Blending in Detail - Self Shadow

http://blog.selfshadow.com/2012/07/10/blending-in-detail

I’ve added a new article,. Written together with Colin Barré-Brisebois. On the topic of blending normal maps. We go through various techniques that are out there, as well as a neat alternative ( Reoriented Normal Mapping ) from Colin that I helped to optimise. This is by no means a. Analysis particularly as we focus on detail mapping so we might return to the subject at a later date and tie up some loose ends. In the meantime, I hope you find the article useful. Please let us know in the comments!

UPGRADE TO PREMIUM TO VIEW 23 MORE

TOTAL LINKS TO THIS WEBSITE

33

OTHER SITES

mmikke.com mmikke.com

モバみっけ♪ - Watch Dog♪ -

The best security application to find your 'Smart Phone'. Three functions to be useful for findig your 'Smart Phone'. What is 'Watch Dog'? 2012/11/22 Wach Dog was refined to make possible to work on a Smartphone. With and without a SIM card. Caution: When you use a Smartphone without a SIM card, the longin ID is. The Gmail address you had set up. If you use some Smartphones without SIM cards. That had been set up the same Gmail address, you cannnot longin to use. Download 'Watch Dog '. SODA,inc. Japan.

mmikkel.net mmikkel.net

Default Web Site Page

If you are the owner of this website, please contact your hosting provider: webmaster@mmikkel.net. It is possible you have reached this page because:. The IP address has changed. The IP address for this domain may have changed recently. Check your DNS settings to verify that the domain is set up correctly. It may take 8-24 hours for DNS changes to propagate. It may be possible to restore access to this site by following these instructions. For clearing your dns cache.

mmikkel.no mmikkel.no

Mats Mikkel Rummelhoff

Mercedes Benz Facebook apps. Coop MiksMemory 2 for 49,-. Cappelen Damm: Regn med Hare Hopp. Mercedes Benz Facebook apps. Coop MiksMemory 2 for 49,-. Cappelen Damm: Regn med Hare Hopp. 2018 Mats Mikkel Rummelhoff. Powered by Dunked.

mmikkelsen3d.blogspot.com mmikkelsen3d.blogspot.com

Mikkelsen and 3D Graphics

Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light ...

mmikkie.deviantart.com mmikkie.deviantart.com

MMIKKIE (Baecon) - DeviantArt

Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) " class="mi". Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ". Join DeviantArt for FREE. Forgot Password or Username? Design and Interfaces / Hobbyist. Deviant for 4 Months. This deviant's full pageview. Last Visit: 1 week ago. This is the place where you can personalize your profile! You can drag and drop to rearrange. 30 Po...

mmikkii.blogg.se mmikkii.blogg.se

mmikkii -

Har inte hunnit eller haft tid att uppdatera bloggen nu under SM helgen. Är nere i Helsingborg och hjälper till som banpersonal på ponny SM. Är inne på sista tävlingskvällen och hela anläggningen är igång! Klubben har ordnat en kväll för alla deltagare, familjemedlemmar och funktionärer som är under arton år. Det serverades tacos och en massa snacks strax innan kareoketävlingen började där man kan vinna en fleecetäcke till sin häst. Förstår inte hur han gjorde vissa tricks! Jag och Annie skrattade så vi.

mmikkjalsdottir.com mmikkjalsdottir.com

Smart-verk.com - Heima

Vit kunna veita tær ser-tænastur innan heimasíðu-loysnir. Send inn títt ynski and vit senda tær eina smakkiroynd ókeypis innan 72 tímar. Sniðgivið and Forritað hevur Smartverk.com.