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Icare3D Blog

Research, Computer Graphics and GPU. NVIDIA Maxwell OpenGL extensions. Sep 19, 2014. NVIDIA just launched the second-generation Maxwell architecture. With the GM204 GPU, which is I believe, an incredible chip. The Maxwell 2 architecture is both highly energy efficient ( 2x perf/watt of Kepler in games), and provides a lot of very exciting new graphics features ( some of them are exposed in Direct3D. These features are exposed in form of new OpenGL extensions in the R344 driver. List of new extensions.

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Codes ‹‹ Icare3D

http://www.icare3d.org/codes-and-projects/codes

Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. OpenGL 4.0 ABuffer V2.0: Linked lists of fragment pages. Jul19, 2010, under Codes. The main problem with my first ABuffer implementation (cf. my previous post. Fast and Accurate Single-Pass A-Buffer using OpenGL 4.0. Jun09, 2010, under Codes. It worked pretty well since it provides something like a 1.5x speedup over the fastest previous approach (at least I know about! We hope this docu...

2

Codes and projects ‹‹ Icare3D

http://www.icare3d.org/codes-and-projects

Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. OpenGL 4.0 ABuffer V2.0: Linked lists of fragment pages. Jul19, 2010, under Codes. The main problem with my first ABuffer implementation (cf. my previous post. Fast and Accurate Single-Pass A-Buffer using OpenGL 4.0. Jun09, 2010, under Codes. It worked pretty well since it provides something like a 1.5x speedup over the fastest previous approach (at least I know about! We hope this docu...

3

Old 3D Creations ‹‹ Icare3D

http://www.icare3d.org/codes-and-projects/3d_gallery

Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. Jul22, 2007, under Old 3D Creations. Here is a simple personal redesign of the OpenGL logo I have made for fun. It can be used as a wallpaper for OpenGL fans (who said the most seriously affected ones? If you have suggestions to complete it don’t hesitate. NOTE: OpenGL and the oval logo are trademarks or registered trademarks of Silicon Graphics, Inc. May02, 2007, under Old 3D Creations.

4

News and articles ‹‹ Icare3D

http://www.icare3d.org/news_articles

Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. Apr19, 2010, under News and articles. You can follow it here. Or use the top menu. GigaBroccoli: The Mandelbulb into GigaVoxels. Nov23, 2009, under News and articles. Last week I discovered this website: http:/ www.skytopia.com/project/fractal/mandelbulb.html. The fractal is computed on the GPU, not during the ray-casting as usually done, but as voxels stored into an Octree. Written a v...

5

Engineering School Projects ‹‹ Icare3D

http://www.icare3d.org/codes-and-projects/engineering-school-projects

Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. Moteur 3D pour plateforme de Réalité Virtuelle. Jan29, 2006, under Engineering School Projects. Le laboratoire SeT (. Correspondance images stéréoscopiques multi-agents (IA54-IN54). Jan18, 2006, under Engineering School Projects. Nous avons mené ce projet dans le cadre des UV IA54 (Systèmes multi-agents) et IN54 (Reconnaissance de formes) de l’ UTBM. Visualisation 3D de terrains (IN55).

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voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Sparse Voxel Octree Raytracing based Occlusion Culling (Theory)

http://voxels.blogspot.com/2015/05/sparse-voxel-octree-raytracing-based.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 27. Mai 2015. Sparse Voxel Octree Raytracing based Occlusion Culling (Theory). To improve on this, here the proposal for a completely GPU based solution that uses octree raycasting to determine the visibility. The creation pipeline is as usual:. First, sculpting / creating of the mesh as hi-res, then creating LODs Normal maps using mesh simplification and transferring the details to a normal map. Branislav Sil...

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Februar 2014

http://voxels.blogspot.com/2014_02_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Freitag, 28. Februar 2014. Tangent Space Normal Mapping without storing Tangents. After experimenting with the tangent space normal maps, it turned out that its possible to compute the tangent space in the vertex shader quite fast, which saves memory and bandwidth for rendering. Since the light computation is in camera space, tangent and co-tangent can be approximated as follows in the vertex shader:. After rewriting th...

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Mai 2014

http://voxels.blogspot.com/2014_05_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. Dienstag, 13. Mai 2014. Quadric Mesh Simplification with Source Code. In the past days I have written a quadric based mesh simplification program. After searching the internet I couldnt find any code that was free to use, not unnecessarily bloated, fast and memory efficient, even the quadric based method is soon 20 years old. Progr...

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Juli 2015

http://voxels.blogspot.com/2015_07_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Dezember 2013

http://voxels.blogspot.com/2013_12_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 10. Dezember 2013. Since a terrain will also be needed, I implemented a simple perlin noise terrain generator today. It will need more work before its useable along with the voxel raycasting. Freitag, 6. Dezember 2013. I tried to see whats possible in a short amount of time. Creating the environment below took 2 hours to create (blocks and a very simple level). Mittwoch, 4. Dezember 2013.

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: OpenGL Game GUI / Widgets with Source Code (C++)

http://voxels.blogspot.com/2015/07/opengl-game-gui-widgets-with-source.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100 fps for 100 windows on a Notebook PC. NVidia GTX 765 / Core i7 2.4). The source (MIT license) can be downloaded. 100,100,350,250);.

blog.icare3d.org blog.icare3d.org

Icare3D Blog: GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination"

http://blog.icare3d.org/2012/05/gtc-2012-talk-octree-based-sparse.html

Research, Computer Graphics and GPU. GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination". May 18, 2012. This week I gave a talk at the NVIDIA GPU Technology Conference. About a fast sparse voxelization technique that I worked on at NVIDIA in the context of my real-time global illumination approach. Using voxel cone-tracing inside a sparse voxel octree). Slides: (PPTX, 50MB). Video (if you want to enjoy my french accent): http:/ www.gputechconf.com/. May 18, 2012 at 6:45 PM.

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Oktober 2013

http://voxels.blogspot.com/2013_10_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 30. Oktober 2013. Update: Skybox and more octree levels added. Dienstag, 22. Oktober 2013. Block based level editing. First step for the level editor. Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code. Transvoxel based planet renderer. John Whigham's SVO Raytracer. Jeroen Baert's SVO Raytracer.

voxels.blogspot.com voxels.blogspot.com

Voxel Game Engine Development: Voxel Engine Update - 18 Level Octree & Copy Paste in Action

http://voxels.blogspot.com/2014/05/voxel-engine-update-copy-paste-in-action.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. 22 Mai 2014 um 14:43. Do you mean the octree uses 18 bit per node? It seems an interesting topic. Can you give some details about the actual implementation of your voxel octree? 22 Mai 2014 um 18:47. Dariusz G. Jagielski. 26 Februar 2015 um 03:01. 11 März 2015 um 04:56. Abonnieren Kommentare zum Post (Atom).

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Cyril Crassin personal website. A computer graphics and GPU technical website." /. Research, Computer Graphics and GPU. Posted 3 years ago. We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a. Dynamic Sparse Voxel Octrees for . Dynamic Sparse Voxel Octrees for Next-Gen Rea. Dynamic Sparse Voxel Octrees for Next-Gen Rea.

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