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Tom Hammersley's Graphics and Games Development Blog

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Wednesday, 5 June 2013. Polygonal Area Light Sources on DX11-Class Hardware. The surge in interest in Physically-Based Rendering has led to a surge in interest in area light sources. There is, however, something of a dearth of information available for the aspiring implementer. John Snyder also presents another excellent reference. There are a couple of twists. Firstly, you...

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Tom Hammersley's Graphics and Games Development Blog | tomhammersley.blogspot.com Reviews
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Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Wednesday, 5 June 2013. Polygonal Area Light Sources on DX11-Class Hardware. The surge in interest in Physically-Based Rendering has led to a surge in interest in area light sources. There is, however, something of a dearth of information available for the aspiring implementer. John Snyder also presents another excellent reference. There are a couple of twists. Firstly, you...
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introduction,basic hlsl code,float4 quadvertices 4 =,clipping,invisible,float vertexplaneside 4 =,if currentside 0 0f,if vertexplaneside previous 0 0f,else,posted by,unknown,no comments,labels dx11,gen8 bootcamp,lighting,preamble,very,tiling,texture2dms
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Tom Hammersley's Graphics and Games Development Blog | tomhammersley.blogspot.com Reviews

https://tomhammersley.blogspot.com

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Wednesday, 5 June 2013. Polygonal Area Light Sources on DX11-Class Hardware. The surge in interest in Physically-Based Rendering has led to a surge in interest in area light sources. There is, however, something of a dearth of information available for the aspiring implementer. John Snyder also presents another excellent reference. There are a couple of twists. Firstly, you...

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tomhammersley.blogspot.com tomhammersley.blogspot.com
1

Tom Hammersley's Graphics and Games Development Blog: June 2013

http://tomhammersley.blogspot.com/2013_06_01_archive.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Wednesday, 5 June 2013. Polygonal Area Light Sources on DX11-Class Hardware. The surge in interest in Physically-Based Rendering has led to a surge in interest in area light sources. There is, however, something of a dearth of information available for the aspiring implementer. John Snyder also presents another excellent reference. There are a couple of twists. Firstly, you...

2

Tom Hammersley's Graphics and Games Development Blog: Thoughts on VPL Generation Using Cube Maps

http://tomhammersley.blogspot.com/2013/03/thoughts-on-vpl-generation-using-cube.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Thursday, 28 March 2013. Thoughts on VPL Generation Using Cube Maps. Recently, I've been doing a lot of research and thinking about realtime GI and its related ideas. A common theme in realtime GI is the use of VPLs. One technique in use today for generating VPLs is the Reflective Shadow Map. Now, this is as-yet a completely untested idea. I will get round to it, though&#46...

3

Tom Hammersley's Graphics and Games Development Blog: September 2011

http://tomhammersley.blogspot.com/2011_09_01_archive.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Tuesday, 13 September 2011. Haskell Photon Mapper Released to Hackage. I've now uploaded my Haskell photon mapper and raytracer to hackage. It is listed as a package called "crocodile" (named after my son's current obsession with crocodiles! Subscribe to: Posts (Atom). Haskell Photon Mapper Released to Hackage. There was an error in this gadget. Amazon Contextual Product Ads.

4

Tom Hammersley's Graphics and Games Development Blog: Job Graphs in C++ 11

http://tomhammersley.blogspot.com/2012/11/job-graphs-in-c-11.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Friday, 2 November 2012. Job Graphs in C 11. I've recently been experimenting with a lot of the new features in C 11, purely for discovery and experimentation. One major new feature are the threading libraries. As using is the best way of learning, I set upon the task of writing a currently-fashionable task/job-graph system using these new features. C 11 Threading Overview.

5

Tom Hammersley's Graphics and Games Development Blog: February 2013

http://tomhammersley.blogspot.com/2013_02_01_archive.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Tuesday, 19 February 2013. I've recently been developing a lot of code in C 11. I find it a huge and useful improvement over previous version of C ; here's some observations on some of the features in it that I've found rather valuable. This is a huge boon for classes such as resource classes, where assignment or copy can sometimes be a very unnatural and dangerous operation&#4...

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Tom Hammersley's Graphics and Games Development Blog

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Wednesday, 5 June 2013. Polygonal Area Light Sources on DX11-Class Hardware. The surge in interest in Physically-Based Rendering has led to a surge in interest in area light sources. There is, however, something of a dearth of information available for the aspiring implementer. John Snyder also presents another excellent reference. There are a couple of twists. Firstly, you...

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