graphicsrunner.blogspot.com
Graphics Runner: February 2012
http://graphicsrunner.blogspot.com/2012_02_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, February 2, 2012. OptixNET: a managed wrapper for Nvidia Optix. OptixNET may head in the direction of CUDAfy where you can create your optix programs in-line with your C#. The current downside with Optix.NET is that you cannot share structs/classes with your Optix programs as you can when working with the original c/c library. As I talked a little about last post on Instant Radiosity, the general flow of Optix is:. Creating the Optix Context.
graphicsrunner.blogspot.com
Graphics Runner: Ground control to Major Tom
http://graphicsrunner.blogspot.com/2010/05/ground-control-to-major-tom.html
Delusions of graphics programming and other ramblings. Wednesday, May 5, 2010. Ground control to Major Tom. Wow, it’s been over a year since the last post on volume rendering! I must sound like a broken record. Anyhow, I’ve had time to fix a couple of bugs with the last installment in the past couple of weeks and it should be coming online pretty soon. So why have I been absent lately? 8211; and pretty slick game play ideas. Subscribe to: Post Comments (Atom). Follow me on Twitter. Kitchen Island Table D...
graphicsrunner.blogspot.com
Graphics Runner: July 2009
http://graphicsrunner.blogspot.com/2009_07_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, July 30, 2009. Water in Your Browser. Recently I’ve been playing around with O3D. If you don’t know, O3D is Google’s new browser graphics API. It enables you to develop 3d interactive applications that run inside a browser window (and quite easily mind you). In fact it rivals XNA on getting an app up and running quickly. Click the picture to have a go! If you’re interested in the max file or source you can get both here:. Links to this post.
graphicsrunner.blogspot.com
Graphics Runner: Instant Radiosity with Optix
http://graphicsrunner.blogspot.com/2011/03/instant-radiosity-with-optix.html
Delusions of graphics programming and other ramblings. Saturday, March 19, 2011. Instant Radiosity with Optix. I've been working on a new sample for the past few days, Instant Radiosity using Optix and DirectX. I should have a writeup and sample in the coming week. Here’s a few shots with the obligatory cornell and sponza scenes. Im looking forward to that writeup, the results have cetainly gotten me interested :). March 21, 2011 at 6:11 AM. Subscribe to: Post Comments (Atom). Follow me on Twitter.
graphicsrunner.blogspot.com
Graphics Runner: New Prey 2 E3 Trailer
http://graphicsrunner.blogspot.com/2011/06/new-prey-2-e3-trailer.html
Delusions of graphics programming and other ramblings. Saturday, June 4, 2011. New Prey 2 E3 Trailer. Bethesda released a new trailer for Prey 2. I'm not gonna lie, it looks awesome. Subscribe to: Post Comments (Atom). Im a graphics programmer at EA Tiburon. Ive been interested in graphics ever since I got my N64. Im also the developer of Optix.NET. Follow me on Twitter. View my complete profile. UE4 available to all. Gamasutra/Intel Visual Computing Blog. Advances in Rendering for Physics.
graphicsrunner.blogspot.com
Graphics Runner: May 2010
http://graphicsrunner.blogspot.com/2010_05_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, May 6, 2010. Volume Rendering 202: Shadows and Translucency. Finally, here is the last sample on volume rendering. It’s only taking me a year to get around to finishing it. Is anyone even visiting this page anymore? I’d better post this for my sanity anyhow. Left: no depth prepass. Right: depth prepass. There isn’t much to say here. The sample below uses variance shadow mapping. Well, there it is. Anticlimactic wasn't it? Links to this post.
graphicsrunner.blogspot.com
Graphics Runner: Prey 2 Teaser Trailer
http://graphicsrunner.blogspot.com/2011/03/prey-2-teaser-trailer.html
Delusions of graphics programming and other ramblings. Tuesday, March 15, 2011. Prey 2 Teaser Trailer. Human Head has been keeping me busy since I've been working there and I can finally say why: Prey 2. The game was announced on Monday :) Here's the Prey 2 teaser trailer:. Http:/ www.g4tv.com/videos/51782/Prey-2-Debut-Trailer- -Exclusive-Premiere/. From what I have heard you are working on idTech5 right? Nice teaser and now I woul like to see the game :). March 16, 2011 at 3:40 AM. I loved Prey 1! Micha...
graphicsrunner.blogspot.com
Graphics Runner: August 2010
http://graphicsrunner.blogspot.com/2010_08_01_archive.html
Delusions of graphics programming and other ramblings. Tuesday, August 3, 2010. Animating Water Using Flow Maps. Last week I attended SIGGRAPH 2010, and among the many good presentations, Valve game a talk on the simple water shader they implemented for Left For Dead 2 and Portal 2. So on the plane ride back from LA, I whipped up this little sample from what I could remember of the talk. Edit: You can find the talk here: http:/ advances.realtimerendering.com/s2010/index.html. Using The Flow Map. Phase0 =...
graphicsrunner.blogspot.com
Graphics Runner: Optix.NET: a managed wrapper for Nvidia Optix
http://graphicsrunner.blogspot.com/2012/02/optixnet-managed-wrapper-for-nvidia.html
Delusions of graphics programming and other ramblings. Thursday, February 2, 2012. OptixNET: a managed wrapper for Nvidia Optix. OptixNET may head in the direction of CUDAfy where you can create your optix programs in-line with your C#. The current downside with Optix.NET is that you cannot share structs/classes with your Optix programs as you can when working with the original c/c library. As I talked a little about last post on Instant Radiosity, the general flow of Optix is:. Creating the Optix Context.
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Another day, another HDR rendering trick and some hope for the future. | Pixels, Too Many..
https://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future
Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). Another day, another HDR rendering trick and some hope for the future. July 5, 2008 — Marco Salvi. Today I’m going to talk about an idea I came up with in Boston, at Siggraph 2006, while attending a couple of very inspiring lectures. That’s another story though.). Moreover their method execute...