Nov 22, 2011
Light Propagation Volumes OpenGL demo
http://www.rafwrobel.com/lpv/lpv.html (code + win32 binaries)
(for me to run demo was required to remove 'const' in blur.fp lines 94 - 97)
mirror: https://www.dropbox.com/s/9bbra0cyjasp3v3/lpv.zip?dl=0
(for me to run demo was required to remove 'const' in blur.fp lines 94 - 97)
Voxels
GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering
http://maverick.inria.fr/Publications/2009/CNLE09/index.php
http://maverick.inria.fr/Publications/2009/CNLE09/index.php
Smooth Mixed-Resolution GPU Volume Rendering
http://www.vrvis.at/publications/PB-VRVis-2008-024
Nov 21, 2011
Nov 20, 2011
Hot new links for graphics programmer
Specular Showdown in the Wild West
http://blog.selfshadow.com/2011/07/22/specular-showdown/
ACM SIGGRAPH 2011 Course Filtering Approaches for Real-Time Anti-Aliasing
http://iryoku.com/aacourse/
Lighting 3D trees
http://oceanquigley.blogspot.com/2010/11/lighting-3d-trees.html
Lighting 3D trees, take 2
http://oceanquigley.blogspot.com/2011/11/lighting-3d-trees-take-2.html
Least Squares Vertex Baking (Ambient Occlusion approximation method)
http://www.jarmilakavanova.cz/ladislav/papers/vb-egsr11/vb-egsr11.pdf
Speculative Contacts – a continuous collision engine approach
http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/
Yet Another Post about Gamma Correction
http://altdevblogaday.com/2011/06/02/yet-another-post-about-gamma-correction/
Simplifying My Workflow
http://altdevblogaday.com/2011/04/14/simplifying-my-workflow/
KZ3 Occlusion Culling
http://www.secondintention.com/files/GDC2011-Occlusion-Slides.pdf
DICE GDC Presentations
http://publications.dice.se/
Normal Offset Shadows
http://www.dissidentlogic.com/#Normal%20Offset%20Shadows
Interactive Indirect Illumination Using Voxel Cone Tracing
http://maverick.inria.fr/Publications/2011/CNSGE11b/index.php
Multiprocessor Game Loops: Lessons from Uncharted 2
http://www.gameenginebook.com/gfg2010-final.pdf
Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II
http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf
Scalable Height Field Self-Shadowing
http://wili.cc/research/hfshadow/
Real-time Rendering of Translucent Volumetric Surfaces
http://wili.cc/research/translucency/
Procedural World
http://procworld.blogspot.com/
Free 3D meshes links
http://blog.icare3d.org/2011/06/free-3d-meshes-links.html
Mikkel Gjoel's Brink OpenGL Talk
http://www.khronos.org/assets/uploads/developers/library/2011-siggraph-opengl-bof/Brink-preferred-rendering-with-OpenGL.pdf
SIGGRAPH 2011
http://advances.realtimerendering.com/s2011/index.html
FXAA 3.11 Source Updated
https://docs.google.com/leaf?id=0B2manFVVrzQAOWUwODM1YmQtNmEwOC00ZDBlLThlYzMtYzE4ZDM1ZjRlMzMx&hl=en_US
NVIDIA FXAA II for Console
http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
realtimecollisiondetection.net - the blog
http://realtimecollisiondetection.net/blog/
Visibility and priority tests for streaming assets
http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Visibility%20and%20priority%20tests%20for%20streaming%20assets]]
NVidia NSight
I was very disappointed as it cant debug/profile OpenGL/CUDA/CL applications on same machine.
External properties for classes (C++)
Once working on some MMO project based on Reality Engine. Engine has Actor class and its derivatives. Each of them has some amount (> 10) of properties (scale, color, ...). As we had big word (MMO game!) so smooth and fast loading was very important. But I noticed that engine spend some significant memory and loading time on creation abstract class properties.
Lets do some calculations - when need to load 100 Actors its allocate 100*10 = 1000 properties, each property has std::string for it's name and another std::string for description. So loading 100 Actors involves ~3000 additional allocations.
As engine uses that properties them for xml serialization and Editor bindings it was impossible to easily remove them....
That project was closed ^( due to economical crisis.
But recently I got flashback and decide that will be useful to use it in some of my pet projects.
So here is draft version of external properties:
Lets do some calculations - when need to load 100 Actors its allocate 100*10 = 1000 properties, each property has std::string for it's name and another std::string for description. So loading 100 Actors involves ~3000 additional allocations.
As engine uses that properties them for xml serialization and Editor bindings it was impossible to easily remove them....
That project was closed ^( due to economical crisis.
But recently I got flashback and decide that will be useful to use it in some of my pet projects.
So here is draft version of external properties:
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