graphicsrunner.blogspot.com graphicsrunner.blogspot.com

graphicsrunner.blogspot.com

Graphics Runner

Delusions of graphics programming and other ramblings

http://graphicsrunner.blogspot.com/

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Graphics Runner | graphicsrunner.blogspot.com Reviews
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Delusions of graphics programming and other ramblings
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5 create intersection programs
6 context = new
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9 material
10 material = new
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Graphics Runner | graphicsrunner.blogspot.com Reviews

https://graphicsrunner.blogspot.com

Delusions of graphics programming and other ramblings

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graphicsrunner.blogspot.com graphicsrunner.blogspot.com
1

Graphics Runner: May 2010

http://graphicsrunner.blogspot.com/2010_05_01_archive.html

Delusions of graphics programming and other ramblings. Thursday, May 6, 2010. Volume Rendering 202: Shadows and Translucency. Finally, here is the last sample on volume rendering. It’s only taking me a year to get around to finishing it. Is anyone even visiting this page anymore? I’d better post this for my sanity anyhow. Left: no depth prepass. Right: depth prepass. There isn’t much to say here. The sample below uses variance shadow mapping. Well, there it is. Anticlimactic wasn't it? Links to this post.

2

Graphics Runner: March 2011

http://graphicsrunner.blogspot.com/2011_03_01_archive.html

Delusions of graphics programming and other ramblings. Monday, March 28, 2011. Instant Radiosity using Optix and Deferred Rendering. This comes a little later than I wanted, I hadn’t factored in Crysis 2 taking up as much of my time as it did last week :-). I’ve been using Nvidia’s Optix raytracing API. Http:/ nvidia.fullviewmedia.com/siggraph2010/04-dev-austin-robison.html. Http:/ graphics.cs.williams.edu/papers/OptiXSIGGRAPH10/. Instant radiosity() { / get our random seed. Launch dim.x, ( ( float.

3

Graphics Runner: Prey 2 Teaser Trailer

http://graphicsrunner.blogspot.com/2011/03/prey-2-teaser-trailer.html

Delusions of graphics programming and other ramblings. Tuesday, March 15, 2011. Prey 2 Teaser Trailer. Human Head has been keeping me busy since I've been working there and I can finally say why: Prey 2. The game was announced on Monday :) Here's the Prey 2 teaser trailer:. Http:/ www.g4tv.com/videos/51782/Prey-2-Debut-Trailer- -Exclusive-Premiere/. From what I have heard you are working on idTech5 right? Nice teaser and now I woul like to see the game :). March 16, 2011 at 3:40 AM. I loved Prey 1! Micha...

4

Graphics Runner: Optix.NET: a managed wrapper for Nvidia Optix

http://graphicsrunner.blogspot.com/2012/02/optixnet-managed-wrapper-for-nvidia.html

Delusions of graphics programming and other ramblings. Thursday, February 2, 2012. OptixNET: a managed wrapper for Nvidia Optix. OptixNET may head in the direction of CUDAfy where you can create your optix programs in-line with your C#. The current downside with Optix.NET is that you cannot share structs/classes with your Optix programs as you can when working with the original c/c library. As I talked a little about last post on Instant Radiosity, the general flow of Optix is:. Creating the Optix Context.

5

Graphics Runner: Volume Rendering 101

http://graphicsrunner.blogspot.com/2009/01/volume-rendering-101.html

Delusions of graphics programming and other ramblings. Thursday, January 15, 2009. Pictures above from: http:/ www.cs.utah.edu/ jmk/simian/. There is quite a bit of documentation and papers on volume rendering. But there aren't many good tutorials on the subject (that I have seen). So this tutorial will try to teach the basics of volume rendering, more specifically volume ray-casting (or volume ray marching). What is volume ray-casting you ask? Use of a transfer function which results in an RGBA color va...

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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 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...

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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 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 ...

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 9 (Textures)

http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Saturday, May 5, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 9 (Textures). Note that the material on the .Obj is not a full material as in this example i read and use only the texture file associated with the obj!

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 11 (Light sampling)

http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_08.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Tuesday, May 8, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 11 (Light sampling). What should happen if several lights appear into the scene? To solve this problem i used this simple two-legged method :. So i select t...

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: Design Dilemma : Hybrid Rendering ?

http://heart-touching-graphics.blogspot.com/2012/05/algorithmic-dilemma-hybrid-rendering.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Friday, May 25, 2012. Design Dilemma : Hybrid Rendering? Last days I read some papers(and still reading.) on hybrid rendering , either with cuda/opencl or other languages. I was thinking of doing the opposite. My thought was : IF t...

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 14 (Schlick specular gloss)

http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_20.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Sunday, May 20, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 14 (Schlick specular gloss). I have used the most simple fresnel approximation as provided by nvidia in the fresnel schlick() function. Bidirectional Path T...

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 10 (Importance sampling)

http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_05.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Saturday, May 5, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 10 (Importance sampling). So i used , a weighted average such as this :. So i had these resul ts with the exact same materials and scene :. I found one mis...

heart-touching-graphics.blogspot.com heart-touching-graphics.blogspot.com

Hitchhiker's guide to the universe of graphics: July 2011

http://heart-touching-graphics.blogspot.com/2011_07_01_archive.html

Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Tuesday, July 19, 2011. Bidirectional Path Tracing using Brilliance Engine #2. Our project is nearly over, stay tuned for the version 0.1 during this week. This is his personal site: http:/ www.alatzidis.gr/. Bidirectional Path Tra...

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Delusions of graphics programming and other ramblings. Thursday, February 2, 2012. OptixNET: a managed wrapper for Nvidia Optix. OptixNET may head in the direction of CUDAfy where you can create your optix programs in-line with your C#. The current downside with Optix.NET is that you cannot share structs/classes with your Optix programs as you can when working with the original c/c library. As I talked a little about last post on Instant Radiosity, the general flow of Optix is:. Creating the Optix Context.

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