Twitter updates
- @repi Sounds great, I guess that should also help to make the games more stable on PC. Wonder what perf difference you see, if any? 2 days ago
- @aras_p Happy birthday! The link you attached seems to be broken though. 3 days ago
Development
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Tag Archives: realtime graphics
Minimal setup screen space quads: No buffers/layouts required
A neat trick that Rory Driscoll mentioned on Twitter is to use vertex IDs to generate screen space quads. I just recently came around to use that in my stuff, so here’s some ready-to-use code. The advantage of using the … Continue reading
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