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h3r3tic's grimoire

Ramblings of a madman. I’m a programmer obsessed with game development, particularly one of these twisted souls who enjoy engine programming more than working on actual games. I am currently employed as a renderologist at Frostbite. I sometimes post random screenshots of path-tracers, real-time graphics, and cake on my twitter. As well as here. Is a list containing some of the stuff I’ve been involved in, and this page. Contains my MSc thesis about pretty real-time pixels. Finally, the about section.

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h3r3tic's grimoire | h3.gd Reviews
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Ramblings of a madman. I’m a programmer obsessed with game development, particularly one of these twisted souls who enjoy engine programming more than working on actual games. I am currently employed as a renderologist at Frostbite. I sometimes post random screenshots of path-tracers, real-time graphics, and cake on my twitter. As well as here. Is a list containing some of the stuff I’ve been involved in, and this page. Contains my MSc thesis about pretty real-time pixels. Finally, the about section.
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1 h3r3tic
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10 dshade
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h3r3tic's grimoire | h3.gd Reviews

https://h3.gd

Ramblings of a madman. I’m a programmer obsessed with game development, particularly one of these twisted souls who enjoy engine programming more than working on actual games. I am currently employed as a renderologist at Frostbite. I sometimes post random screenshots of path-tracers, real-time graphics, and cake on my twitter. As well as here. Is a list containing some of the stuff I’ve been involved in, and this page. Contains my MSc thesis about pretty real-time pixels. Finally, the about section.

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1

h3r3tic's grimoire

http://www.h3.gd/code

Olde projects. Check out my reel video. To observe some of them in action. The development of which I led for a university team programming course. And old rendering engine with shader graphs and over-engineering. Software 3D rasterizer with vertex and pixel shader support. The first ever compile-time. Statistical profiler for D. I experimented briefly with spectral photon mapping; Some images here. Multi-threaded incremental build tool for D.

2

h3r3tic's grimoire

http://www.h3.gd/pub/msc.html

The code needed to create realistic real-time computer graphics is becoming steadily more complex due to the exponentially increasing computational power of dedicated hardware and the raising expectations this progress generates. At the same time, the programming model has changed very little since the introduction of programmable shading on consumer graphics cards. It remains tied to the flow of data within graphics hardware, resulting in cumbersome and expensive development. The graphs are translated to.

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h3r3tic's grimoire

http://www.h3.gd/img

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pihlaja.wordpress.com pihlaja.wordpress.com

Using glClipPlanes and plane equations | Pihlaja | scene based editor development

https://pihlaja.wordpress.com/2010/10/05/using-glclipplanes-and-plane-equations

Pihlaja scene based editor development. Just another WordPress.com weblog. Laquo; Rae GUI library first demo screencapture. A link to my new blog about programming and everything. Using glClipPlanes and plane equations. Then I did another search and found this page: http:/ local.wasp.uwa.edu.au/ pbourke/geometry/planeeq/. Double[] planeEquation( float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3). Double[] eq = new double[4];. GlEnable(GL CLIP PLANE0);. Delete top eq;.

0fps.net 0fps.net

Ambient occlusion for Minecraft-like worlds | 0 FPS

https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds

Relations are hard to model in category theory. Texture atlases, wrapping and mip mapping →. Ambient occlusion for Minecraft-like worlds. July 3, 2013. It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in a Minecraft-like game:. Smooth lighting in Minecraft. (c) Mojang AB. Image obtained from Minecraft wiki. Perhaps the most wel...

0fps.net 0fps.net

Collision detection (part 1): Overview | 0 FPS

https://0fps.net/2015/01/07/collision-detection-part-1

Replication in network games: Bandwidth (Part 4). Collision detection (part 2): Box intersection →. Collision detection (part 1): Overview. January 7, 2015. Collision, or intersection, detection is an important geometric operation with a large number of applications in graphics, CAD and virtual reality including: map overlay operations. It is common to make a distinction between two types of collision detection:. Find all pairs of intersections in a set of n. For more complicated shapes (that is shapes w...

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h3r3tic's grimoire

Ramblings of a madman. I’m a programmer obsessed with game development, particularly one of these twisted souls who enjoy engine programming more than working on actual games. I am currently employed as a renderologist at Frostbite. I sometimes post random screenshots of path-tracers, real-time graphics, and cake on my twitter. As well as here. Is a list containing some of the stuff I’ve been involved in, and this page. Contains my MSc thesis about pretty real-time pixels. Finally, the about section.

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