pixeljetstream.blogspot.com
pixel jet stream: January 2011
http://pixeljetstream.blogspot.com/2011_01_01_archive.html
Saturday, January 1, 2011. Estrela as shader editor. Recently doing more work with Lua and Cg/GLSL again, hence added a couple features to estrela editor. Most problems with "dynamic" text analysis was that when the user edits old stuff, you have to also somehow check whether keywords were changed, added, removed. hence I kinda avoid that complexity yet. I'd rather prefer a static solution that the user triggers, that way it's hopefully simpler and more robust. As base. So much for now. My name is Christ...
pixeljetstream.blogspot.com
pixel jet stream: New OpenGL samples and techniques
http://pixeljetstream.blogspot.com/2015/02/new-opengl-samples-and-techniques.html
Thursday, February 5, 2015. New OpenGL samples and techniques. It's been a while :) Though many cool things happened in the last year. Next to a very exciting roadtrip visiting several national parks in California with friends, I was glad to present at GTC Order Independent Transparency. In San Jose and at SIGGRAPH rendering techniques. In Vancouver. More recent work has been surfacing lately as well. The NV command list extension has been disclosed at SIGGRAPH Asia. Gl command list basic.
pixeljetstream.blogspot.com
pixel jet stream: September 2009
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Friday, September 18, 2009. More details about implementation can be found in one of the publications around this project:. SinusEndoscopy-IEEE Vis 2008 Paper. Main focus was a surface depiction that is similar to what the surgeons are used too (but not too real, to prevent false impression of too much data security, CT cannot show tissue diseases). The effect is similar to the Cascades-Nvidia demo. IEEE Vis 2008 Video. Subscribe to: Posts (Atom). View my complete profile. Presentations held for NV.
pixeljetstream.blogspot.com
pixel jet stream: September 2011
http://pixeljetstream.blogspot.com/2011_09_01_archive.html
Friday, September 9, 2011. Tables are general container can be indexed by anything (numbers, - tables, strings, functions.) local function blah() print("blah") end tab[blah] = blubb tab.name = blubb - is same as tab["name"] = blubb - tables are always passed as "pointers/references" never copied - array index starts with 1! Subscribe to: Posts (Atom). View my complete profile. Presentations held for NV. Institute for sim and graphics magdeburg. Simple template. Powered by Blogger.
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pixel jet stream: August 2009
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Friday, August 28, 2009. The simple cuda test. The refactoring and rewriting of luxinia's internals goes on, prior open sourcing the full project (cleaning up code and trying to apply some of what was learned). On the side to have some fun, further dx10 features (ogl equivalents) are added. So more of GL's bufferobjects features are made accessible on the Lua side. Tuesday, August 11, 2009. The new siggraph stuff. Light propagation (first bounce GI) in CryEngine3. And more links from siggraph. For C Reas...
pixeljetstream.blogspot.com
pixel jet stream: July 2010
http://pixeljetstream.blogspot.com/2010_07_01_archive.html
Monday, July 5, 2010. So long no updates, well mostly I am still working on PhD stuff. Finally the publication on smartvisibility rendering techniques for medical datasets is out. Http:/ www.springerlink.com/content/94n1840v2602646w. And I am mostly working on a CUDA port of vessel histogramm analysis and a bigger system on coronary heart vessel exploration. Furthermore, the 3point shader http:/ www.3pointstudios.com/3pointshader about.shtml. Another addition to the plugin/shader is mirroring support for...
pixeljetstream.blogspot.com
pixel jet stream: Simple GLSL compilation checker
http://pixeljetstream.blogspot.com/2013/03/simple-glsl-compilation-checker.html
Saturday, March 30, 2013. Simple GLSL compilation checker. As NVIDIA's Cgc is getting kinda dated (it is able to compile GLSL as well), threw together a simple commandline tool for basic offline compilation of GLSL shaders. Find it at GitHub repository. Subscribe to: Post Comments (Atom). View my complete profile. Simple GLSL compilation checker. Presentations held for NV. Institute for sim and graphics magdeburg. Simple template. Powered by Blogger.
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pixel jet stream: October 2009
http://pixeljetstream.blogspot.com/2009_10_01_archive.html
Wednesday, October 14, 2009. The realtime GI course. Thorsten just told me about the realtime GI course (Siggraph 2009) being available online. Http:/ www.cs.ucl.ac.uk/staff/j.kautz/RTGICourse/. He also hinted me towards the GI compendium. Http:/ www.cs.kuleuven.be/. Subscribe to: Posts (Atom). View my complete profile. The realtime GI course. Presentations held for NV. Institute for sim and graphics magdeburg. Simple template. Powered by Blogger.
pixeljetstream.blogspot.com
pixel jet stream: March 2013
http://pixeljetstream.blogspot.com/2013_03_01_archive.html
Saturday, March 30, 2013. Simple GLSL compilation checker. As NVIDIA's Cgc is getting kinda dated (it is able to compile GLSL as well), threw together a simple commandline tool for basic offline compilation of GLSL shaders. Find it at GitHub repository. Subscribe to: Posts (Atom). View my complete profile. Simple GLSL compilation checker. Presentations held for NV. Institute for sim and graphics magdeburg. Simple template. Powered by Blogger.
pixeljetstream.blogspot.com
pixel jet stream: June 2012
http://pixeljetstream.blogspot.com/2012_06_01_archive.html
Sunday, June 3, 2012. Tangent space can cost extra money. Although tangent space normal mapping is used for a while in games now. There is still often one major flaw left in the asset pipeline: Unsychronized Tangent Space (TS). While TS as such is defined mathematically, and most people end up using similar (but not necessary same definition), it is a per-triangle feature. Therefore,the actual per-vertex storage can vary as well. There is different ways to smooth the vectors to a per-vertex attribute.
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