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Michael Short

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Ill post some ...

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Michael Short | shortgaming.blogspot.com Reviews
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Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Ill post some ...
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4 android
5 metaballs
6 deferred shading engine
7 world space position
8 world space normals
9 diffuse colour
10 specular colour
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posted by,michael short,no comments,android,metaballs,deferred shading engine,world space position,world space normals,diffuse colour,specular colour,specular power,specular intensity,material id,world space positions,different,lighting in deferred,java
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Michael Short | shortgaming.blogspot.com Reviews

https://shortgaming.blogspot.com

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Ill post some ...

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1

Michael Short: Metaballs

http://www.shortgaming.blogspot.com/2009/02/metaballs.html

Sunday, 8 February 2009. From it I as able to implement a simple metaball system in render monkey. Using the equations in the article, you basically iterate through each metaball in the pixel shader and return the summation of affect each metalball has on the pixel. Its pretty cool stuff and not to hard to implement:. Subscribe to: Post Comments (Atom). View my complete profile. OpenGL 3.0/ES 2.0. Microsoft Lift London 2013 - pesent. Blitz Games Studios Ltd 2009-2013. Yoostar2 - XBox 360/PS3. Another tyc...

2

Michael Short: Light Pre Pass Rendering

http://www.shortgaming.blogspot.com/2009/06/light-pre-pass-rendering.html

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Yoostar2 is a ...

3

Michael Short: Solar Flux

http://www.shortgaming.blogspot.com/2008/03/solar-flux.html

Tuesday, 11 March 2008. Subscribe to: Post Comments (Atom). View my complete profile. Pixel Shader Particle Engine. 3D Modeling with Blender. OpenGL 3.0/ES 2.0. Microsoft Lift London 2013 - pesent. Blitz Games Studios Ltd 2009-2013. All titles developed using C , Blitz Tech and various middleware solutions. Yoostar2 - XBox 360/PS3. All Star Karate - Wii. Titles developed using C , Gamebryo and our fusion engine. Wine Tycoon - PC. Another tycon game where players take charge of creating and maintaining th...

4

Michael Short: Pixel Shader Particle Engine

http://www.shortgaming.blogspot.com/2008/03/pixel-shader-particle-engine.html

Wednesday, 26 March 2008. Pixel Shader Particle Engine. Final velocity = initial velocity (velocity variance * random value). Below is a picture of it in action, Im storing particle data in a 512 x 512 pixel texture, meaning there is a total of 262,144 particles on screen. Quite a few more than my CPU based engine! So basically all the data for each particle is stored in the colour values of a texture? Very handy. I suppose that also makes it extremely easy to save or load a particle system, storing ...

5

Michael Short: Almost Done

http://www.shortgaming.blogspot.com/2008/03/almost-done.html

Thursday, 27 March 2008. Got some proper colour and size variables in there now so it can be changed! Subscribe to: Post Comments (Atom). View my complete profile. Pixel Shader Particle Engine. 3D Modeling with Blender. OpenGL 3.0/ES 2.0. Microsoft Lift London 2013 - pesent. Blitz Games Studios Ltd 2009-2013. All titles developed using C , Blitz Tech and various middleware solutions. Yoostar2 - XBox 360/PS3. All Star Karate - Wii. Titles developed using C , Gamebryo and our fusion engine. Wine Tycoon - PC.

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Peter Bottomley's Programming Blog: Virtual Construction Toolkit

http://programmerpete.blogspot.com/2008/02/virtual-construction-toolkit.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Thursday, 21 February 2008. All of the programming was done in C and TourqueScript with the VCT starting life as the Torque RTS Starter Kit. Huge parts of the original engine and system were rewritten during the project to cater for some of the project's requirements. A complex scaffolding representation system was also inculded which could be adjusted in many ways allowing different weights of poles,...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: Sketch Application Progress

http://programmerpete.blogspot.com/2008/03/sketch-application-progress.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Sunday, 9 March 2008. It has been about a week since I got the initial system of feature point identification in place in my application and since then I have been working on completing the process, refining the system and general improvements all round. The system now has a fully functional Average Based Filtering process in place, as well as Hybrid Fit Generation and refining. Means are calculated f...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: Sorting Algorithms

http://programmerpete.blogspot.com/2008/03/sorting-algorithms.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Sunday, 9 March 2008. During the development of my Sketch Processing application I reached a stage where the processing of each stroke was starting to take amounts of time noticable to the naked eye. At this point As the application was at an early stage of its life, my concerns were that if I was getting slowdown already then I had much worse to come. Algorithm(one of the slower types of sort). Some ...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: Sketch Processing Progress

http://programmerpete.blogspot.com/2008/02/sketch-processing-progress.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Saturday, 23 February 2008. So I had put together this basic code, but without some tests I wasn't confident it would be getting the correct output data, and without break-points or any decent interface, I was working blind. All in all the tool is quite useful and I will be using it for analysis on data taken directly from the DS app to visualise the information as image files, graphs and much more&#4...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: Success!

http://programmerpete.blogspot.com/2008/02/success.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Thursday, 28 February 2008. This is like a "Eureka moment" for me right now; I have just successfully finished writing my first sketch processing algorithm on for the DS app. The current system is using a basic feature point identification system, similar to the initial stages of Stroke Approximation. I got a question. How long did it take you to get your base DS app up and running? C# - 1 year exp.

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: HLSL - Part 2.

http://programmerpete.blogspot.com/2008/02/hlsl-part-2.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Thursday, 21 February 2008. HLSL - Part 2. More shader effects I have created. This effect uses render targets to demonstrate techniques seen in games like Super Paper Mario, where 3D visuals are projected onto flat 2D surfaces in a 3D environment. In this effect, a 3D elephant model is drawn to a renderable texture which is mapped onto a 3D cube and a 2D quad plane in 3D space with alpha transpar...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: March 2008

http://programmerpete.blogspot.com/2008_03_01_archive.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Wednesday, 19 March 2008. One more quick blog post. You may have noticed if you have been here before, that I redesigned my blog last week. I fancied getting my teeth into some classic CSS and design stuff. I hope you like the results. Oh, and yes, ALL the artwork, design and coding was done by me. Including the vector DS which I actually drew in Microsoft Visio (don't ask! Quintessence is a Marble Bl...

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: April 2008

http://programmerpete.blogspot.com/2008_04_01_archive.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Thursday, 10 April 2008. Another quick video of some new levels. Wednesday, 9 April 2008. Just a quick one. Not had much time to blog recently, but here's an up to date video for you. Subscribe to: Posts (Atom). Huddersfield, Yorkshire, United Kingdom. View my complete profile. Language / API Experience. C# - 1 year exp. C - 3 years exp. CSS - 2 years exp. Direct X 10 - 6 months exp. HTML - 3 years exp.

programmerpete.blogspot.com programmerpete.blogspot.com

Peter Bottomley's Programming Blog: February 2008

http://programmerpete.blogspot.com/2008_02_01_archive.html

Peter Bottomley's Programming Blog. A collection of my programming experiences, projects and adventures. Thursday, 28 February 2008. This is like a "Eureka moment" for me right now; I have just successfully finished writing my first sketch processing algorithm on for the DS app. The current system is using a basic feature point identification system, similar to the initial stages of Stroke Approximation. Saturday, 23 February 2008. I basically ended up writing a nice little app that drew a representation...

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Angry Spanish Midgets

http://angryspanishmidgets.blogspot.com/2008/03/quick-post-to-show-off-my-new-particle.html

Mad ramblings of a guy with no glasses. Sadface. Thursday, 20 March 2008. Quick post to show off my new particle system / nuke shader, and general progress of mt final year team project by form of mooovie! Subscribe to: Post Comments (Atom). View my complete profile. Blogs You Should Read! Project D: A BIG PLANET! And yet another vid! Quick post to show off my new particle system / nu.

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Michael Short

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Ill post some ...

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