levelofdetail.wordpress.com
Fantasy Lab releases Radium SDK | Level of Detail
https://levelofdetail.wordpress.com/2008/08/26/fantasy-lab-releases-radium-sdk
Fantasy Lab releases Radium SDK. August 26, 2008 at 12:00 pm ( News. The game development studio started by Mike Bunnell (formerly of NVIDIA), has updated their website with information about their new real-time global illumination SDK called Radium. You’ll remember Fantasy Lab as the company that released the Rhinork GI demo and announced the game Danger Planet ( covered here. August 26, 2008 at 3:36 pm. I think Bunnell said in a interview, that he did quite some changes to the underlying technology:.
levelofdetail.wordpress.com
Danger Planet by Fantasy Lab | Level of Detail
https://levelofdetail.wordpress.com/2007/05/02/danger-planet-by-fantasy-lab
Danger Planet by Fantasy Lab. May 2, 2007 at 11:00 pm ( Game techniques. Fantasy Lab, the company that released that Rhinork global illumination demo. Last summer, has released a screenshot from the first game utilizing their Fantasy Engine, Danger Planet. The company president is Mike Bunnell, the guy who wrote the GPU Gems 2 article. May 4, 2007 at 2:02 pm. Isn’t that only of those aliens from the Simpsons? May 4, 2007 at 2:04 pm. Fantasy Lab releases Radium SDK « Level of Detail. Have clicked the -Not...
risbrandt.blogspot.com
Ramblings in 3D (and other stuff): January 2008
http://risbrandt.blogspot.com/2008_01_01_archive.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Thursday, January 10, 2008. I've finally started working on the engine after the holidays. I've done quite a lot of non graphic stuff. I've improved the engine code here and there and I've added picking for example. Point- and spotlights with gobos. All cast shadows and some use gobos. Subscribe to: Posts (Atom). View my complete profile. Ive finally started working on the engine after t.
risbrandt.blogspot.com
Ramblings in 3D (and other stuff)
http://risbrandt.blogspot.com/2008/02/tip-of-day-nope-no-engine-updates-today.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Friday, February 22, 2008. Tip of the day. Nope, no engine updates today. Instead I'll give you a website recommendation. If you're a bit weird like me, that is, you rather read graphics papers than fiction before you go to sleep, you probably already have this one in your bookmarks. Keeps an index of all papers available online from every academic graphics conference worth it's name. Great link Jonas, already bookmarked it.
bioglaze.blogspot.com
Z-Fight Club: 2011-02
http://bioglaze.blogspot.com/2011_02_01_archive.html
Engine and Game development. Random iPhone Developer Tips. 1 Adding Default@2x.png. To an SVN repository using command line client. Command line svn client doesn't like the "@"-character. Oddly enough, escaping it with " " doesn't work, but what works is this: " svn add Default@2x.png@. 2 Resizing your website to fit the iPhone screen. Links to this post. Subscribe to: Posts (Atom). Random iPhone Developer Tips. Programming in the 21st Century. Diary of a Graphics Programmer. View my complete profile.
bioglaze.blogspot.com
Z-Fight Club: 2015-05
http://bioglaze.blogspot.com/2015_05_01_archive.html
Engine and Game development. What I've been doing recently. I've been adding graphics features into my new engine. Slowly because I don't want to write a lot of code that will be replaced by newer APIs. Regarding that, I made an iOS branch. Into GitHub and I'm learning Metal and already got a textured quad to render. So far the best resource for learning has been http:/ metalbyexample.com. Some of the assets are downloaded from sites like https:/ freesound.org. Next steps in my engine will be a virtual f...
notjustgraphics.blogspot.com
Not Just Graphics: Windows Phone Fluid Simulation
http://notjustgraphics.blogspot.com/2011/08/windows-phone-fluid-simulation.html
August 31, 2011. Windows Phone Fluid Simulation. I've been fiddling around with some XNA and Windows Phone development recently. I put together a simple proof of concept for a game mechanic I was thinking about and wanted to share. The grid is entirely managed by the CPU and updated based on position and velocity of neighboring vertices. There remains lots of room for optimization, but I was pleasantly surprised to see it run this well. Subscribe to: Post Comments (Atom). View my complete profile.
levelofdetail.wordpress.com
Imperfect Shadow Maps | Level of Detail
https://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps
December 19, 2008 at 3:41 pm ( Papers. 8220;Imperfect Shadow Maps for Efficient Computation of Indirect Illumination” by Ritschel et al., a real-time indirect lighting can be summarized as follows: it solves the visibility problem. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In order to light the scene with each VPL, the method performs deferred shading by rendering some proxy geometry that bounds the influence of the light and effectively. In one draw call.
levelofdetail.wordpress.com
Pixel-Correct Shadow Maps with Temporal Reprojection … | Level of Detail
https://levelofdetail.wordpress.com/2008/11/06/pixel-correct-shadow-maps-with-temporal-reprojection
Pixel-Correct Shadow Maps with Temporal Reprojection …. November 6, 2008 at 10:14 pm ( Papers. And Shadow Test Confidence! Image from the paper depicting convergence on pixel-correct shadows. To see how usable it is in practice. Here are the salient points of the paper:. 8211; The method uses a screen-space. That maintains information about per-pixel visibility over the past few frames. This is similar to the reprojection cache (another awesome temporally-exploitive paper, links below). 8211; The shadow ...
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