Twitter updates
- @max_mcguire Robust derivation for how to factor in near/far depth right into the matrix for better precision here: http://t.co/WLZ8YQsP 8 hours ago
- Wondering if I should get the #MassEffect3 Collector's edition, even though I don't like the Collectors in the ME universe at all ... 1 day ago
- @ChristinaCoffin Uah, right. I've spent several weeks on the few glyphs for the title on http://t.co/iomuW8h2. 1 day ago
Development
Graphics
Calendar
February 2012 M T W T F S S « Dec 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
Tag Archives: realtime graphics
OpenCL for realtime rendering: What’s missing?
I’m a heavy user of OpenCL, relying on it exclusively for all my highly parallel computing needs. Recently, I started using OpenCL as a replacement for DirectCompute for a DirectX11 based renderer, and while it’s close, there is still a … Continue reading
Automated testing on my latest research project
During the last months, I implemented lots of different graphics algorithms with many settings. One core theme that appeared throughout this project was testing: Both how to prevent regressions, as well as how to build a framework that new algorithms … Continue reading
Light propagation volumes
A student of mine (Andreas Kirsch) just recently finished his implementation of light propagation volumes. His implementation is available under the very liberal BSD license, so be sure to grab it while it’s hot. There’s also a bunch of corrections in there, … Continue reading
GPU Pro available
The GPU Pro book is available now, including my article about virtual texture mapping (it’s called “Virtual texture mapping 101″; I’m one of the authors. Thanks to all colleagues who helped with it, and in particular J.M.P. van Waveren for taking a … Continue reading