palgorithm.co.uk
DSL | Friendly patterns and algorithms
http://www.palgorithm.co.uk/tag/dsl
Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...
palgorithm.co.uk
Geomerics | Friendly patterns and algorithms
http://www.palgorithm.co.uk/tag/geomerics
Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...
blog.selfshadow.com
Overdraw in Overdrive - Self Shadow
http://blog.selfshadow.com/publications/overdraw-in-overdrive
This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...
seblagarde.wordpress.com
DONTNOD specular and glossiness chart | Sébastien Lagarde
https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...
seblagarde.wordpress.com
Inverse trigonometric functions GPU optimization for AMD GCN architecture | Sébastien Lagarde
https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. IES light format: Specification and reader. Siggraph 2014 : Moving Frostbite to Physically based rendering V2 →. Inverse trigonometric functions GPU optimization for AMD GCN architecture. December 1, 2014. Version : 2.0 Living blog First version was 01 December 2014. AMD GCN architecture basics. 8211; dynamic branching can be considering having cost = 16 FR. 8211; VGPR...
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