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Here's a list of course notes that I could find; there's
plenty more courses but these are the one I was interested in / tried to attend.
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I just saw this neat paper in the High Performance Graphics 2010 list:
GPU Random Numbers via the Tiny Encryption Algorithm.
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Dumping some photos I took of the gameplay for future reference. Damn this skin looks good. Minor spoilerage.
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Usually game development means years of hiding in a cave until marketing says "Go", but thanks to GDC, we get to reveal some stuff we're working on right here, right now! If you're not watching this in HD, I will come over and kick your ass.
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So here's an obscure D3D9 compiler error that google gives barely 10 hits for:
"error X4509: invalid register semantic 'i0', or variable must be bound to multiple register banks (c register binding required)"
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Planets have always been
the poster child for procedural rendering, or shaders approximating that, and the latest expansion to Eve added some great examples. There's now a blog post about
how it works. Too bad I wasn't on this task, it sounds like the team was having a blast :)
A quick visual summary of the three main types of Compute Shader IDs. Nothing new let alone spectacular here, just a quick reminder for myself. I like pictures.
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I've contacted the authors of the truly excellent
Advanced Global Illumination book to forward a couple of Errata; until their busy schedules allow an update, here's a copy for Google.
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Roughly sketch a picture, add text labels that say what it's supposed to be, and an algorithm will search the internet and stitch together a realistic fake photograph of what you just made!
Impressive stuff from Siggraph Asia 2009.
Via the RealTimeRendering blog.
Timothy Farrar collected a
nice list of videos from Assembly 2009. Which reminds me, it's already been 15 years since I took the plane to Finland just to sit in a stadium looking at demo's for two days. Dammit, I feel old :\
Here are a few test images using the modified butterfly scheme to do surface subdivision. Implementing this seemed like a good way to dust off the tessellation business before diving into DirectX11, plus, I was curious how it would look on assets that were not built with this in mind at all. Pretty well, it turns out.
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Naty's excellent
HPG'09 overview over at the RTR blog pointed me to an interesting paper in the family of image space global illumination, which I think relates closely to the
Reflective Shadow Mapping I discussed earlier.
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Here's a few screenshots from the basic PRT technique
derived earlier.
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This text brings a number of concepts related to PRT together, trying to turn them into a straight A-to-Z derivation of the basic technique (diffuse, no bounce, no scattering). ”Straight” here does not mean simple; this is not really a tutorial. Depending on how much you already know about the subject, this is a math cheat sheet, a quick refresher, or a starting point to learn what's involved.
Note: for worry-free reading and printing, you can also use
this pdf file which is exactly the same thing. The html below is autogenerated so it may or may not look very good in your browser.
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