Jan 29, 2012

Sanders' blog: Winforms Graph library

Sanders' blog: Winforms Graph library: For some strange reason I was blocked on all projects I was working on, so I had a little time to work on something else. I've encountered m...

Sanders' blog: Physical Based Rendering

Sanders' blog: Physical Based Rendering: Lately I've been playing around with Physical Based Rendering  (yes, I'm late to the party). It took me a while to get it working because ...

Jan 25, 2012

lz4 : Very Fast Compression algorithm

According test its almost as twice as fastest decompression (Google's Snappy), but with slightly better compression rate with better speed.

Code license: New BSD License

"LZ4 is a very fast lossless compression algorithm, providing compression speed at 300 MB/s per core, scalable with multi-cores CPU. It also features an extremely fast decoder, with speeds up and beyond 1GB/s per core, typically reaching RAM speed limits on multi-core systems."
(c) http://code.google.com/p/lz4/

Nov 22, 2011

Nov 20, 2011

Contract work progress


before:                                                                                          after:

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]]

VoxelPipe: A Programmable Pipeline for 3D Voxelization

http://research.nvidia.com/sites/default/files/publications/voxel-pipe.pdf

FastFormat (fast/safe pringf alternative)


Links to old good articles

Some links