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This blog has moved! Please update your links. February 28, 2009 at 12:20 am ( News. This blog has moved! Please update your links! My new website is jshopf.com. And the levelofdetail blog is now located at jshopf.com/blog. There’s a new post there about the first day of the I3D 2009 conference, so go there and read it. And update your RSS feeds! December 19, 2008 at 3:41 pm ( Papers. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In one draw call. Is the number of...

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This blog has moved! Please update your links. February 28, 2009 at 12:20 am ( News. This blog has moved! Please update your links! My new website is jshopf.com. And the levelofdetail blog is now located at jshopf.com/blog. There’s a new post there about the first day of the I3D 2009 conference, so go there and read it. And update your RSS feeds! December 19, 2008 at 3:41 pm ( Papers. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In one draw call. Is the number of...
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Level of Detail | levelofdetail.wordpress.com Reviews

https://levelofdetail.wordpress.com

This blog has moved! Please update your links. February 28, 2009 at 12:20 am ( News. This blog has moved! Please update your links! My new website is jshopf.com. And the levelofdetail blog is now located at jshopf.com/blog. There’s a new post there about the first day of the I3D 2009 conference, so go there and read it. And update your RSS feeds! December 19, 2008 at 3:41 pm ( Papers. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In one draw call. Is the number of...

INTERNAL PAGES

levelofdetail.wordpress.com levelofdetail.wordpress.com
1

Just Blur and Add Noise | Level of Detail

https://levelofdetail.wordpress.com/2007/08/29/just-blur-and-add-noise

Just Blur and Add Noise. August 29, 2007 at 2:07 pm ( Game techniques. All of the hoopla regarding the game LittleBigPlanet has reminded me of the excellent talk that Alex Evans, co-founder of game creator Media Molecule, gave last year at the Advanced Real-time Rendering for 3D Games course at SIGGRAPH 2006. There are good presentation slides in PDF form at the ATI Developer site: here. Iñigo Quílez explains Slisesix demo « Level of Detail. September 25, 2008 at 10:35 am. October 2, 2008 at 11:49 pm.

2

Non-interleaved Deferred Shading of Interleaved Sample Patterns | Level of Detail

https://levelofdetail.wordpress.com/2008/06/25/non-interleaved-deferred-shading-of-interleaved-sample-patterns

Non-interleaved Deferred Shading of Interleaved Sample Patterns. June 25, 2008 at 11:19 pm ( Papers. Continuing with the theme of my last substantive post (it’s been awhile, but it was Keepin’ It Low-Res. Here’s a paper from Graphics Hardware 2006 that deals with computing lighting at a resolution lower than the screen resolution. The exact application is in this case is Instant Radiosity. You could start out by using dynamic flow control. Something like:. I think you’re getting the idea. All o...On the ...

3

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:.

4

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...

5

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.

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Projects | The curious blog of Benjamin Hanson

https://ilfirin.wordpress.com/projects

The curious blog of Benjamin Hanson. This project is a perfect example of the benefits of software done. Commerce Network is a product I created for a small Wilmington, NC – based company by the name of PrimeVendor Inc. This is another product I created for Prime Vendor. In Wilmington, NC in order to collect all the bid information offered by any government agency in the United States. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.

risbrandt.blogspot.com 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 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.

systematicgaming.wordpress.com systematicgaming.wordpress.com

Game-Tool Communication | Systematic Gaming

https://systematicgaming.wordpress.com/2009/01/31/game-tool-communication

January 31, 2009. Filed under: game programming. 8212; Tags: console. 8212; systematicgaming @ 12:20 am. Modern games are extremely content heavy – most of the people on a game team are part of the art or design departments. The larger a the team get the greater the portion of content producers becomes, and the trend will only continue. So what does this have to do with game systems programming? There are basically two ways to accomplish this:. Direct integration of the game engine with the tool. Direct ...

systematicgaming.wordpress.com systematicgaming.wordpress.com

Asset Management – Content | Systematic Gaming

https://systematicgaming.wordpress.com/2009/07/16/asset-management-content

July 16, 2009. Asset Management – Content. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 6:14 am. We’ve already looked at the runtime. Layers of asset management, now we’re ready to look at the most involved and complex layer – the content layer. This layer is all about how content creators use and interact with data and the game engine. The key components of this layer are:. Asset tracking and versioning. Tool integration and workflow. It lets us track bugs &#8211...

systematicgaming.wordpress.com systematicgaming.wordpress.com

Asset Management | Systematic Gaming

https://systematicgaming.wordpress.com/2009/06/24/asset-management

June 24, 2009. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 2:25 am. Modern games have gigabytes of data, and thousands of individual assets. Managing all this data well can be a very complex task, and impacts game development at all levels, from concept artist to low level bit-pushing coder. The next few articles will look at the issues of asset management in games. First we must clarify our goals with some simple definitions. What exactly is an asset. To conside...

systematicgaming.wordpress.com systematicgaming.wordpress.com

Asset Management – Runtime | Systematic Gaming

https://systematicgaming.wordpress.com/2009/06/25/asset-management-runtime

June 25, 2009. Asset Management – Runtime. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 1:00 am. The runtime layer is the lowest level of asset management encompassing: file loading, reference counting, instancing and even procedural asset generation. To meaningfully discuss handling assets at runtime we’ll need to define the different types of assets. Here’s a few basic types of assets:. Only needs to be loaded once and can be shared trivially. Is an animated mod...

risbrandt.blogspot.com risbrandt.blogspot.com

Ramblings in 3D (and other stuff): October 2006

http://risbrandt.blogspot.com/2006_10_01_archive.html

Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Monday, October 23, 2006. Long time, no see. erhm. I haven't worked on the engine for quite some time now. I've had lots of other stuff to do. This semester I've taken a course in mobile computer graphics. A really great course that have given me a lot of useful knowledge about graphics hardware. In course we had to do a mobile game project using the M3G ( JSR. 184) Java API, and once again I teamed up with Jesper. Some are really cool!

risbrandt.blogspot.com risbrandt.blogspot.com

Ramblings in 3D (and other stuff)

http://risbrandt.blogspot.com/2008/02/dynamic-indirect-lighting-i-got.html

Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Friday, February 08, 2008. I got the indirect lighting to work correctly. There were some stupid bugs in my SH code. In the screenshots I use a 3x3x3 grid of sampling points (see last post) and one bonce of indirect light. There is also a (very) small constant ambient term so that no surfaces are completely black. Combined with SSAO it looks quite nice. Damn great the AO looks so clean! I also think about implementing AO in my engine.

risbrandt.blogspot.com risbrandt.blogspot.com

Ramblings in 3D (and other stuff): December 2007

http://risbrandt.blogspot.com/2007_12_01_archive.html

Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Monday, December 03, 2007. The power of vectorization. Since I have no new cool visuals to show, I'd thought I should blog about some random tech-topic. So lets talk about vectorization in shaders. Doing this in your HLSL code can improve the compiled code significantly. For example, a naive implementation of my bilateral boxfilter looks something like this:. Uv[i] = texCoord offsets[i];. D[i] = GB GetDepth(uv[i]);. Half wSum = 0;. Texld...

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The Level of Decompression. The Ethics of Working for SeaWorld (repost). Reposted from June 28, 2007*. My understanding about the orcas/killer whales held at SeaWorld has changed substantially since I wrote this post. I will be writing a follow-up in the near future to address some of what I say below. Click here. For the original with comments. A long while ago I decided to apply for a trainer position with SeaWorld, and lo! Oh, the curse of principles. 1 Wild Capture - Captive breeding cannot sustain t...

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Level of Detail

This blog has moved! Please update your links. February 28, 2009 at 12:20 am ( News. This blog has moved! Please update your links! My new website is jshopf.com. And the levelofdetail blog is now located at jshopf.com/blog. There’s a new post there about the first day of the I3D 2009 conference, so go there and read it. And update your RSS feeds! December 19, 2008 at 3:41 pm ( Papers. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In one draw call. Is the number of...

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