yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Bounding Boxes for Ellipsoids
http://yiningkarlli.blogspot.com/2013/02/bounding-boxes-for-ellipsoidsfigure.html
BY YINING KARL LI. Friday, February 8, 2013. Bounding Boxes for Ellipsoids. Warning: this post is going to be pretty math-heavy. So what's so hard about calculating tight axis aligned bounding boxes for arbitrary ellipsoids? This naive approach, however, quickly fails if we rotate the sphere such that its axes are no longer lined up nicely with the world axes. In Figure 2, our sphere is rotated, resulting in a way too small AABB if we min/max points on the sphere axes:. 0 0 0 -1]. R = [ r11 r12 r13 r14 ].
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Texture Mapping
http://yiningkarlli.blogspot.com/2012/12/texture-mapping.html
BY YINING KARL LI. Tuesday, December 18, 2012. A few weeks back I started work on another piece of super low-hanging fruit: texture mapping! Before I delve into the details, here's a test render showing three texture mapped spheres with varying degrees of glossiness in a glossy-walled Cornell box. I was also playing with logos for Takua render and put a test logo idea on the back wall for fun:. Since memory is always at a premium, especially on the GPU, I've implemented textures in a fashion inspired by ...
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Revision 3, Old Renders
http://yiningkarlli.blogspot.com/2013/01/revision-3-old-renders.html
BY YINING KARL LI. Friday, January 18, 2013. Revision 3, Old Renders. At the beginning of the semester, I decided to re-architect Takua again, hence the lack of updates for a couple of weeks now. I'll talk more in-depth about the details of how this new architecture works in a later post, so for now I'll just quickly describe the motivation behind this second round of re-architecting. As I wrote about before. Again, I'll go into a more detailed explanation once this process is complete. Posted by Karl Li.
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: November 2013
http://yiningkarlli.blogspot.com/2013_11_01_archive.html
BY YINING KARL LI. Saturday, November 16, 2013. Code and Visuals has moved! Just a quick new announcement: this blog has moved! I've decided to move Code and Visuals to a Jekyll/Github Pages based system, located at blog.yiningkarlli.com. For more details, see this new post. I'll leave this Blogger version around, but from now on, new posts will be at the new place. RSS/Atom feeds should transition over automatically. See you on the other side! Posted by Karl Li. Subscribe to: Posts (Atom).
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Thoughts on Stackless KD-Tree Traversal
http://yiningkarlli.blogspot.com/2012/09/thoughts-on-stackless-kd-tree-traversal.html
BY YINING KARL LI. Saturday, September 15, 2012. Thoughts on Stackless KD-Tree Traversal. Edit: Erwin Coumans in the comments section. Has pointed me to a GDC 2009 talk by Takahiro Harada. The original post is preserved below, in case anyone still has an interest in reading it. And methods utilizing a short stack or something similar, such as the method presented in Zhou et. al. [2008]. 1 Down from the current node's parent node. 2 Up from the current node's left child. When we travel up from the current...
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Giant Mesh Test
http://yiningkarlli.blogspot.com/2013/04/giant-mesh-test.html
BY YINING KARL LI. Monday, April 29, 2013. My friend/schoolmate Zia Zhu. Is an amazing modeler, and recently she was kind enough to lend me a ZBrush sculpt she did for use as a high-poly test model for Takua Render. The model is a sculpture of Venus, and is made up of slightly over a million quads, or about two million triangles once triangulated inside of Takua Render. On a happier note, KD-tree construction performed well! Here's a bonus image of what the sculpt looks like in the GL preview mode:.
yiningkarlli.blogspot.com
YINING KARL LI | Code & Visuals: Importance Sampled Direct Lighting
http://yiningkarlli.blogspot.com/2013/04/importance-sampled-direct-lighting.html
BY YINING KARL LI. Friday, April 26, 2013. Importance Sampled Direct Lighting. Takua Render now has correct, fully working importance sampled direct lighting, supported for any type of light geometry! More importantly, the importance sampled direct lighting system is now fully integrated with the overall GI pathtracing integrator. To demonstrate/test this property, I made a simple test scene with an extremely bright sun-like object illuminating the scene from a huge distance away:. 5 Treat the great circ...
blog.virtualglobebook.com
Virtual Globe and Terrain Rendering: Hackathons in the Classroom
http://blog.virtualglobebook.com/2012/12/hackathons-in-classroom.html
Saturday, December 1, 2012. Hackathons in the Classroom. I teach a graduate-level GPU Programming and Architecture. Course at the University of Pennsylvania. I do lots of atypical things like open source projects. Using github (there is no "homework" - who wants to do homework? And I've even let the students make their own final. And based on feedback from last semester. And a few Cesium. I canceled class and replaced it with a six-hour hackathon, 6pm-12am, in the graphics lab. Using the GLSL Sandbox.
blog.virtualglobebook.com
Virtual Globe and Terrain Rendering: December 2012
http://blog.virtualglobebook.com/2012_12_01_archive.html
Thursday, December 27, 2012. GitHub and Open Source in the Classroom. I started using source control in high school, and I believe every computer science student should be comfortable with at least one source control package. Last semester. In my GPU Programming and Architecture. Course at the University of Pennsylvania, we had students use GitHub for their code. This semester, we took it a step further. Last semester, we used a GitHub educational account. But we could do much better. The profile for the...
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