iryoku.com
Jorge Jimenez – Graphics Programmer BlogHomepage of Jorge Jimenez A.K.A. IRYOKU
http://www.iryoku.com/
Homepage of Jorge Jimenez A.K.A. IRYOKU
http://www.iryoku.com/
TODAY'S RATING
>1,000,000
Date Range
HIGHEST TRAFFIC ON
Saturday
LOAD TIME
0.9 seconds
16x16
Moniker Privacy Services
Moniker Privacy Services
2320 NE 9●●●●●●●●●ond Floor
Fort ●●●●●rdale , FL, 33304
US
View this contact
Moniker Privacy Services
Moniker Privacy Services
2320 NE 9●●●●●●●●●ond Floor
Fort ●●●●●rdale , FL, 33304
US
View this contact
Moniker Privacy Services
Moniker Privacy Services
2320 NE 9●●●●●●●●●ond Floor
Fort ●●●●●rdale , FL, 33304
US
View this contact
Moniker Privacy Services
Moniker Privacy Services
2320 NE 9●●●●●●●●●ond Floor
Fort ●●●●●rdale , FL, 33304
US
View this contact
24
YEARS
1
MONTHS
5
DAYS
MONIKER ONLINE SERVICES LLC
WHOIS : whois.moniker.com
REFERRED : http://www.moniker.com
PAGES IN
THIS WEBSITE
13
SSL
EXTERNAL LINKS
104
SITE IP
65.60.38.44
LOAD TIME
0.906 sec
SCORE
6.2
Jorge Jimenez – Graphics Programmer Blog | iryoku.com Reviews
https://iryoku.com
Homepage of Jorge Jimenez A.K.A. IRYOKU
Jorge Jimenez – Next Generation Post Processing in Call of Duty: Advanced Warfare
http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
Next Generation Post Processing in Call of Duty: Advanced Warfare. August 28, 2014. Proud and super thrilled to announce that the slides for our talk “Next Generation Post Processing in Call of Duty: Advanced Warfare” in the SIGGRAPH 2014 Advances in Real-Time Rendering in Games. Course are finally online. Alternatively, you can also download them in the link below. Extending color information, according to changes in time (motion blur) and lens position (depth of field). Hope you like them! 8211; See on...
Jorge Jimenez – Blog – Graphics Programmer Blog
http://www.iryoku.com/blog
Next Generation Post Processing in Call of Duty: Advanced Warfare. August 28, 2014. Proud and super thrilled to announce that the slides for our talk “Next Generation Post Processing in Call of Duty: Advanced Warfare” in the SIGGRAPH 2014 Advances in Real-Time Rendering in Games. Course are finally online. Alternatively, you can also download them in the link below. Extending color information, according to changes in time (motion blur) and lens position (depth of field). Hope you like them! June 28, 2013.
SMAA: Enhanced Subpixel Morphological Antialiasing
http://www.iryoku.com/smaa
Computer Graphics Forum, Vol. 31(2), EUROGRAPHICS 2012. SMAA: Enhanced Subpixel Morphological Antialiasing. Jose I. Echevarria. Universidad de Zaragoza 2. August 23, 2013. Released, featuring a minor code clean-up and minor optimizations. May 16, 2012. From our Eurographics presentation uploaded! January 16, 2012. Released, featuring SMAA S2x and 4x. Checkout the new Eurographics paper and supplementary material in the downloads section! November 30, 2011. Andrej Dudenhefner released a SMAA 1x Injector.
Filtering Approaches for Real-Time Anti-Aliasing
http://www.iryoku.com/aacourse
ACM SIGGRAPH 2011 Course. Universidad de Zaragoza 2. Sony Computer Entertainment WWS ATG 6. Sony Computer Entertainment WWS Santa Monica. Talks and Course Notes. August 17, 2011. April 19, 2011. We will be updating this page frequently, stay tuned! Talks and Course Notes. Download Extended Abstract [6.49 MB]. Brief overview of why post-processing is gaining momentum in the last couple of years and introduction of the speakers. PPTX [145.94 KB]. PDF [373.04 KB]. PPTX [3.77 MB]. PDF [2.90 MB]. Alex Resheto...
Screen-Space Perceptual Rendering of Human Skin
http://www.iryoku.com/sssss
ACM Transactions on Applied Perception, Vol. 6(4), 2009. Screen-Space Perceptual Rendering of Human Skin. Universidad de Zaragoza 2. August 18, 2011. Screen-space skin rendering is being used in Unreal Engine 3 and Unigine! More in The Technology Behind the DirectX 11 Unreal Engine. And in the Unigine Dev Blog. March 29, 2011. Screen-space skin rendering is one of the key features of CryEngine 3. More in Crysis 2 Key Rendering Features. February 22, 2011. More in the Wolfgang Engel blog. February 11, 2011.
TOTAL PAGES IN THIS WEBSITE
13
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.
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 ...
bronx's blog: Rectilinear Texture Warping for Fast Adaptive Shadow Mapping.
http://broniac.blogspot.com/2012/06/rectilinear-texture-warping-for-fast.html
Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Subscribe to: Post Comments (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. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.
bronx's blog: June 2012
http://broniac.blogspot.com/2012_06_01_archive.html
Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. 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. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures.
bronx's blog: OpenGL and Partially Resident Textures.
http://broniac.blogspot.com/2012/06/opengl-and-partially-resident-textures.html
Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Post Comments (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. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers.
bronx's blog: Linear Space Lighting.
http://broniac.blogspot.com/2012/07/linear-space-lighting.html
Tuesday, July 17, 2012. Http:/ http.developer.nvidia.com/GPUGems3/gpugems3 ch24.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-1-color-sync.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-2-working-in.html. Subscribe to: Post Comments (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. View my complete profile. Compact Normal Storage for small G-Buffers.
bronx's blog: Deferred decals
http://broniac.blogspot.com/2011/06/deferred-decals.html
Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...
bronx's blog: Universal References in C++11
http://broniac.blogspot.com/2012/11/universal-references-in-c11.html
Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Post Comments (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. Universal References in C 11. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.
TOTAL LINKS TO THIS WEBSITE
104
Coming Soon - Future home of something quite cool
Future home of something quite cool. If you're the site owner. To launch this site. If you are a visitor. Please check back soon.
医療構想・千葉 - 医療問題を現場の視点から分析し解決への提言を行う集まりです
まち ひと いのち創生シンポジウム 第9回どこでもMyカルテ研究会 案内. 12月6日 土 にAP東京丸の内 E F Gホールにて. まち ひと いのち創生シンポジウム 第9回どこでもMyカルテ研究会を開催します。 勉強会 福祉と介護の質を問う 袖ヶ浦養育園虐待致死事件を受けて 開催速報. 勉強会 福祉と介護の質を問う 袖ヶ浦養育園虐待致死事件を受けて のお知らせ. 災害時における医療 介護情報ネットワーク - 東日本大震災復興へ向けて将来医療情報システムを先取りする どこでもMYカルテ の実現. 医療構想千葉 日本登山医学会 石巻市 十三浜地区訪問仮報告. MAIL : info@iryokoso-chiba.org. 70名の方 医療関係者 IT技術者 政策担当者 自治体関係者 情報教育関係者 ジャーナリスト 患者団体など にご参加いただき活発な論議をかわすことができました。 C)2009 ALL Right Rserved IRYOKOSO CHIBA.
Anime Lyrics dot Com - Songs contributed by Iryoku
Anime Lyrics . Com. Welcome to Animelyrics.com Guest. Login:. Sign Ups are open for National Anime Song Translation Month 2018! Songs submitted by Iryoku (3). Last seen on: 09.21.07 4:40 pm. Joined the site on: September 21, 2007. Send a PM to Iryoku. Songs translated by Iryoku (3). Captain Tsubasa: Road to 2002" OP2. Animelyrics.com now has an OpenSearch plugin that you can install. Into your browser (FireFox, Chrome and IE/Edge supported). My Little Pony Ties. This is some text here.
Jorge Jimenez – Graphics Programmer Blog
Next Generation Post Processing in Call of Duty: Advanced Warfare. SIGGRAPH 2014 Course (Advances in Real-Time Rendering in Games). PPTX [407.7 MB]. Next Generation Character Rendering. Jorge Jimenez, Etienne Danvoye and Javier von der Pahlen. GDC 2013 and GDC China 2013 Talk. PPTX [323.6 MB]. SMAA: Enhanced Subpixel Morphological Antialiasing. Jorge Jimenez, Jose I. Echevarria, Tiago Sousa and Diego Gutierrez. Computer Graphics Forum, Vol. 31(2), EUROGRAPHICS 2012. Jorge Jimenez and Diego Gutierrez.
Default Web Site Page
If you are the owner of this website, please contact your hosting provider: webmaster@iryoku.dosukoi.org. It is possible you have reached this page because:. The IP address has changed. The IP address for this domain may have changed recently. Check your DNS settings to verify that the domain is set up correctly. It may take 8-24 hours for DNS changes to propagate. It may be possible to restore access to this site by following these instructions. For clearing your dns cache.
石川環境緑化
種から もの -植木- づくりをしています。 種から もの -植木- づくりをしています。 種から もの -植木- づくりをしています。 Delivered Goods of Scenery. Delivered Goods of Scenery. Delivered Goods of Scenery. 東北自動車道 鹿沼IC下車 楡木 国道121号線 /栃木県免許センター方面へ 信号2つ目斜めに右折 20m程進んで頂き 大きな看板 "Stop Global Warming") 手前を右折 50m程の角道を進んでいただければ事務所がございます。 東北自動車道 鹿沼IC下車 楡木 国道121号線 /栃木県免許センター方面へ 信号2つ目斜めに右折 20m程進んで頂き 大きな看板 "Stop Global Warming") 手前を右折 50m程の角道を進んでいただければ事務所がございます。
福岡県社会保険医療協会
ON & OFF. 社会保険大牟田天領病院 健康教室 転倒予防セミナー を開催しました instagram. 現在福岡県下において7病院 総病床数1,301床 、介護老人保健施設 入所定員100名 並びに各種介護サービス事業所、看護専門学校 1学年定員30名 を総合的に運営しております。
SOCIAL ENGAGEMENT