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industrialarithmetic.blogspot.com

Industrial Arithmetic

truth at 60 frames per second

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Industrial Arithmetic | industrialarithmetic.blogspot.com Reviews
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truth at 60 frames per second
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1 industrial arithmetic
2 profit
3 problems
4 ideas for improvements
5 posted by
6 simon green
7 2 comments
8 1 comment
9 rendering galaxies
10 older posts
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industrial arithmetic,profit,problems,ideas for improvements,posted by,simon green,2 comments,1 comment,rendering galaxies,older posts,about me,twitter,tweets by @simesgreen,links,cuda forums,gpgpuorg,opengl org,videos on youtube,followers
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Industrial Arithmetic | industrialarithmetic.blogspot.com Reviews

https://industrialarithmetic.blogspot.com

truth at 60 frames per second

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industrialarithmetic.blogspot.com industrialarithmetic.blogspot.com
1

Industrial Arithmetic

http://industrialarithmetic.blogspot.com/2013/10/hi-its-been-while-lets-try-out-shadertoy.html

Truth at 60 frames per second. Tuesday, 22 October 2013. Hi, it's been a while! Let's try out ShaderToy.com's new embedding feature:. Hi simon, Im quite interested in your work on Screen Space Particle-based Fluid Rendering. But I cant find your email address, so if its convenient for you, could you please tell me your email address or just send me an short message to this address niexiao2008@gmail.com? 26 February 2014 at 03:18. Subscribe to: Post Comments (Atom). View my complete profile.

2

Industrial Arithmetic: Depth Buffer Fusion for Real Time Effects

http://industrialarithmetic.blogspot.com/2014/11/depth-buffer-fusion-for-real-time.html

Truth at 60 frames per second. Tuesday, 4 November 2014. Depth Buffer Fusion for Real Time Effects. TL;DR - it's possible to use the Z-buffer to incrementally build a signed distance field representation of a 3D scene as the camera moves around, which you can then trace rays through for approximate collision detection, reflections, ambient occlusion, GI etc. The idea for this came from Bart Wronski's nice article " The Future of Screenspace Reflections. Which is basically distance-enhanced ray marching.

3

Industrial Arithmetic: Rendering Galaxies

http://industrialarithmetic.blogspot.com/2012/05/rendering-galaxies.html

Truth at 60 frames per second. Wednesday, 30 May 2012. I haven't posted here much recently, so here are a few details on a fun project I worked on recently. I spent the three weeks before NVIDIA's GPU Technology Conference working on the graphics for the galaxy simulation demo shown above, which was shown during the keynote presentation. You can watch the video here. The (ambitious) goal was to achieve something that looked like these classic Hubble telescope images. Demo (originally due to Joe Kniss.

4

Industrial Arithmetic: Screen Space Fluid Rendering with Curvature Flow

http://industrialarithmetic.blogspot.com/2009/01/our-paper-screen-space-fluid-rendering.html

Truth at 60 frames per second. Wednesday, 7 January 2009. Screen Space Fluid Rendering with Curvature Flow. Our paper "Screen Space Fluid Rendering with Curvature Flow" is now available to download here. Subscribe to: Post Comments (Atom). View my complete profile. Simple template. Powered by Blogger.

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broniac.blogspot.com broniac.blogspot.com

bronx's blog: December 2012

http://broniac.blogspot.com/2012_12_01_archive.html

Wednesday, December 5, 2012. Camera Space Shadow Mapping (CSSM). Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Camera Space Shadow Mapping (CSSM). View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

blog.stevemcauley.com blog.stevemcauley.com

lighting « Steve McAuley

http://blog.stevemcauley.com/tag/lighting

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. And I g...

blog.stevemcauley.com blog.stevemcauley.com

conserving « Steve McAuley

http://blog.stevemcauley.com/tag/conserving

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

physically « Steve McAuley

http://blog.stevemcauley.com/tag/physically

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley

http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Rendering « Steve McAuley

http://blog.stevemcauley.com/category/rendering

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

diffuse « Steve McAuley

http://blog.stevemcauley.com/tag/diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Talks « Steve McAuley

http://blog.stevemcauley.com/category/talks

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. There&#...

blog.stevemcauley.com blog.stevemcauley.com

SIGGRAPH « Steve McAuley

http://blog.stevemcauley.com/tag/siggraph

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.

blog.stevemcauley.com blog.stevemcauley.com

Energy-Conserving Wrapped Diffuse « Steve McAuley

http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse

Computer graphics in the real world. December 3rd, 2011 Posted in Rendering. Dec, 03 2011. I love physically-based rendering, and one of the most important aspects is making sure all your lighting is energy-conserving. Otherwise, you’re prone to end up with things that look too bright or too dark, and struggle with consistency in the look of your game. First, let’s remember what performing standard diffuse lighting looks like. Float3 diffuse = LightColour * saturate(dot(N, L) ;. This is explained in more...

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Industrial Arithmetic

Truth at 60 frames per second. Tuesday, 4 November 2014. Depth Buffer Fusion for Real Time Effects. TL;DR - it's possible to use the Z-buffer to incrementally build a signed distance field representation of a 3D scene as the camera moves around, which you can then trace rays through for approximate collision detection, reflections, ambient occlusion, GI etc. The idea for this came from Bart Wronski's nice article " The Future of Screenspace Reflections. Which is basically distance-enhanced ray marching.

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