Tag Archives: realtime graphics

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

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Triangle rasterization in homogeneous coordinates gotcha

There’s a very difficult to find bug you might encounter when you try to implement triangle rasterization in homogeneous coordinates (as described in “Triangle scan conversion using 2D homogeneous coordinates“.) You’ll face the problem if you transpose the interpolation matrix by … Continue reading

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DirectX11 hints …

Some stuff that might be useful if you’re getting started with DX11: Tesselation: If you get error X4577: Not all elements of SV_Position were written, make sure to write 4 elements positions in your domain shader. error X3502: tessfactor inputs … Continue reading

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Back from I3D

I just returned from the I3D conference. It’s a very nice conference, and there were a lot of cool papers this time. You should take a look at the complete list at Ke-Sen Huang ‘s homepage. In particular, I found … Continue reading

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