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Giliam de Carpentier | GAME GRAPHICS, PHYSICS and AI

GAME GRAPHICS, PHYSICS and AI. 2D Catmull-Rom in 4 samples. October 1, 2016. A new technique is introduced that can do Catmull-Rom interpolation in 2D using only four bilinear samples instead of 16 fetches. This is made possible by preprocessing the input data using a specific sign-flipping scheme, and modifying the interpolation weights and locations accordingly. Planning ballistic trajectories with air resistance for games. March 26, 2015. Reducing stretch in high-FOV games using barrel distortion.

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Giliam de Carpentier | GAME GRAPHICS, PHYSICS and AI | decarpentier.nl Reviews
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GAME GRAPHICS, PHYSICS and AI. 2D Catmull-Rom in 4 samples. October 1, 2016. A new technique is introduced that can do Catmull-Rom interpolation in 2D using only four bilinear samples instead of 16 fetches. This is made possible by preprocessing the input data using a specific sign-flipping scheme, and modifying the interpolation weights and locations accordingly. Planning ballistic trajectories with air resistance for games. March 26, 2015. Reducing stretch in high-FOV games using barrel distortion.
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Giliam de Carpentier | GAME GRAPHICS, PHYSICS and AI | decarpentier.nl Reviews

https://decarpentier.nl

GAME GRAPHICS, PHYSICS and AI. 2D Catmull-Rom in 4 samples. October 1, 2016. A new technique is introduced that can do Catmull-Rom interpolation in 2D using only four bilinear samples instead of 16 fetches. This is made possible by preprocessing the input data using a specific sign-flipping scheme, and modifying the interpolation weights and locations accordingly. Planning ballistic trajectories with air resistance for games. March 26, 2015. Reducing stretch in high-FOV games using barrel distortion.

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decarpentier.nl decarpentier.nl
1

Scape: 2. Procedural basics

http://www.decarpentier.nl/scape-procedural-basics

GAME GRAPHICS, PHYSICS and AI. Scape: 2. Procedural basics. December 20, 2011. This is the second article in a series on the Scape terrain editor. The first article. Introduced the project and focused on the rendering side of the terrain editor. This second article covers the first (and simpler) half of the procedural algorithms behind Scape's brushes. The fifth. Article on Scape provides a summary of the project, together with all links to the project's research, articles, source code and binaries.

2

Discrete staircase probability distribution

http://www.decarpentier.nl/staircase-distribution

GAME GRAPHICS, PHYSICS and AI. Discrete staircase probability distribution. August 4, 2012. The discrete staircase probability distribution describes the probabilities of. Integer states, with probability. The probabilities for the states in between (i.e. Evenly spread the difference between the first and last state's probability. This generates the distribution's staircase-like appearance. Note that, by definition. Specify the relative probabilities of the first and last of the. For any choice of. One p...

3

Reducing stretch in high-FOV games using barrel distortion

http://www.decarpentier.nl/lens-distortion

GAME GRAPHICS, PHYSICS and AI. Reducing stretch in high-FOV games using barrel distortion. January 20, 2015. In your browser or download the more extensive Ogre3D sample from the Downloads section at the bottom of this page. Pushing the field of view. Figure 1. Physical versus virtual FOV. Figure 2. Pinchusion and barrel distortion. Figure 3. A 140 FOV perspective camera. Figure 4. Adding barrel distortion to Figure 3. Figure 5. The original perspective-projected image (same as Figure 3). Please note tha...

4

Giliam de Carpentier | GAME GRAPHICS, PHYSICS and AI

http://www.decarpentier.nl/graphics

GAME GRAPHICS, PHYSICS and AI. Planning ballistic trajectories with air resistance for games. March 26, 2015. Reducing stretch in high-FOV games using barrel distortion. January 20, 2015. Discrete staircase probability distribution. August 4, 2012. The Bernoulli distribution can be generalized to support more than two discrete states, where each state's probability is generated by linearly interpolating between two given extremes, evenly dividing the difference from one extreme to the other. This art...

5

Scape: 4. Brush pipeline

http://www.decarpentier.nl/scape-brush-pipeline

GAME GRAPHICS, PHYSICS and AI. Scape: 4. Brush pipeline. May 18, 2012. Two articles on Scape were about the details of several procedural landscape generating algorithms. Now it's time to explain how these were actually used as part of a brush-based editing pipeline. Please see the next. Article for a summary of the project, together with all links to the project's research, articles, source code and binaries. In a nutshell, Scape's editing pipeline continuously executes the following steps:. This articl...

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Giliam de Carpentier | GAME GRAPHICS, PHYSICS and AI

GAME GRAPHICS, PHYSICS and AI. 2D Catmull-Rom in 4 samples. October 1, 2016. A new technique is introduced that can do Catmull-Rom interpolation in 2D using only four bilinear samples instead of 16 fetches. This is made possible by preprocessing the input data using a specific sign-flipping scheme, and modifying the interpolation weights and locations accordingly. Planning ballistic trajectories with air resistance for games. March 26, 2015. Reducing stretch in high-FOV games using barrel distortion.

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