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The Daily DIP Count

The Daily DIP Count. Game development on the skirts of Vitosha. April 11th, 2008. A bit more than a year ago I found ATI Tootle. An interesting mesh preprocessing tool for simultaneous vertex cache AND overdraw optimization. Somebody wisely commented then that “there’s probably something that is 1000x faster and 99% as good”. Well, that thing is here today. We use will find the time. The best type of float-to-int conversion. October 16th, 2007. В В В D3DXVECTOR4 norm( normal );. В В В norm *= 127.5f;.

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The Daily DIP Count | assen.shtrak.com Reviews
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The Daily DIP Count. Game development on the skirts of Vitosha. April 11th, 2008. A bit more than a year ago I found ATI Tootle. An interesting mesh preprocessing tool for simultaneous vertex cache AND overdraw optimization. Somebody wisely commented then that “there’s probably something that is 1000x faster and 99% as good”. Well, that thing is here today. We use will find the time. The best type of float-to-int conversion. October 16th, 2007. В В В D3DXVECTOR4 norm( normal );. В В В norm *= 127.5f;.
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1 tipsy trounces tootle
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The Daily DIP Count | assen.shtrak.com Reviews

https://assen.shtrak.com

The Daily DIP Count. Game development on the skirts of Vitosha. April 11th, 2008. A bit more than a year ago I found ATI Tootle. An interesting mesh preprocessing tool for simultaneous vertex cache AND overdraw optimization. Somebody wisely commented then that “there’s probably something that is 1000x faster and 99% as good”. Well, that thing is here today. We use will find the time. The best type of float-to-int conversion. October 16th, 2007. В В В D3DXVECTOR4 norm( normal );. В В В norm *= 127.5f;.

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graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: April 2012

http://graphicrants.blogspot.com/2012_04_01_archive.html

Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.

graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: January 2011

http://graphicrants.blogspot.com/2011_01_01_archive.html

Graphical, textual ramblings of a coder. Sunday, January 30, 2011. Irradiance volumes using volume textures is a technique that has been getting some use lately. Check out the following for some places I've noticed it. Cascaded Light Propagation Volumes). Presentations on the topic. All the same limitations apply in 3d as they do in 2d. Pages will need borders to have proper filtering. The smaller the page size the more waste due to borders and the larger the page table gets. Subscribe to: Posts (Atom).

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Graphic Rants: Tiled Light Culling

http://graphicrants.blogspot.com/2012/04/tiled-light-culling.html

Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.

graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: Tone mapping

http://graphicrants.blogspot.com/2013/12/tone-mapping.html

Graphical, textual ramblings of a coder. Sunday, December 15, 2013. When working with HDR values, two troublesome situations often arise. The first happens when one tries to encode an HDR color using an encoding that has a limited range, for instance RGBM. Values outside the range still need to be handled gracefully, ie not clipped. The second happens when an HDR signal is under sampled. One very bright sample can completely dominate the result. In path tracing these are commonly called fireflies. This o...

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Graphic Rants: Epic, SIGGRAPH, etc

http://graphicrants.blogspot.com/2013/07/epic-siggraph-etc.html

Graphical, textual ramblings of a coder. Sunday, July 28, 2013. Epic, SIGGRAPH, etc. I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on twitter ( @BrianKaris. Then this probably isn't news, but for those that don't here's an update:. A year ago I left Human Head and accepted a position on the rendering team at Epic Games. Since then we made the UE4 Infiltrator demo. August 2, 2013 at 7:15 AM. Subscribe to: Post Comments (Atom). I am ...

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Graphic Rants: UE4 available to all

http://graphicrants.blogspot.com/2014/03/ue4-available-to-all.html

Graphical, textual ramblings of a coder. Saturday, March 29, 2014. UE4 available to all. The big news from Epic at GDC this year was that Unreal Engine 4 is now available to everyone for only $19/month 5% royalties. There's been a lot said already about why this is cool, opinions, comparisons to competitors and so forth. From a business model point of view I feel it has been covered better than I could possibly say. If you are interested check out Mark Rein's post. Let me explain why. With the UE4 subscr...

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Graphic Rants: January 2010

http://graphicrants.blogspot.com/2010_01_01_archive.html

Graphical, textual ramblings of a coder. Sunday, January 3, 2010. Subscribe to: Posts (Atom). I am a Senior Graphics Programmer at Epic Games. This blog is a place for me to dump game and graphics related thoughts and share with the greater graphics community. View my complete profile. Diary of a Graphics Programmer. Insomniac Games Research and Development. John Ratcliff's Code Suppository. Mikkelsen and 3D Graphics. Pete Shirley's Graphics Blog. Pixels, Too Many. The Daily DIP Count.

graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: July 2013

http://graphicrants.blogspot.com/2013_07_01_archive.html

Graphical, textual ramblings of a coder. Sunday, July 28, 2013. Epic, SIGGRAPH, etc. I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on twitter ( @BrianKaris. Then this probably isn't news, but for those that don't here's an update:. A year ago I left Human Head and accepted a position on the rendering team at Epic Games. Since then we made the UE4 Infiltrator demo. Subscribe to: Posts (Atom). View my complete profile. Mikkelsen and ...

graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: RGBD

http://graphicrants.blogspot.com/2010/01/rgbd.html

Graphical, textual ramblings of a coder. Sunday, January 3, 2010. I am a big fan of this capcom presentation! Especially concerning their motion and DoF blur methods). I really like your posts and your investigation on RGBM and RGBD. Concerning the accumulation problem, lets propose a new shader: the blend shader! January 3, 2010 at 5:16 PM. January 3, 2010 at 5:47 PM. Thats one nice thing about LRB, it has programmable blending (see the Siggraph09 Beyond Programmable Shading course). Oh and good post!

graphicrants.blogspot.com graphicrants.blogspot.com

Graphic Rants: Specular BRDF Reference

http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html

Graphical, textual ramblings of a coder. Saturday, August 3, 2013. Newcommand{ nv}{ mathbf{n} newcommand{ lv}{ mathbf{l} newcommand{ vv}{ mathbf{v} newcommand{ hv}{ mathbf{h} newcommand{ mv}{ mathbf{m} newcommand{ rv}{ mathbf{r} newcommand{ ndotl}{ nv cdot lv} newcommand{ ndotv}{ nv cdot vv} newcommand{ ndoth}{ nv cdot hv} newcommand{ ndotm}{ nv cdot mv} newcommand{ vdoth}{ vv cdot hv} $ While I worked on our new shading model for UE4. Normal Distribution Function (NDF). The geometric shadowing term desc...

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RealNames | A more meaningful email address

A more meaningful email address. Find yourself a more meaningful email address. With RealNames, your email address is your name. You get email without ads that works with your favorite email program, in your web browser, and on your mobile phone or tablet. Your first address is $35/year. Each additional address is only $10. Type your name, not an email address. If you don't like your RealNames email address for any reason,. Contact us within 30 days and we'll give you a full refund.

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Home - PvdA Assen

Assen, Sociale stad met Visie en Lef. Assen is een echte provinciestad op aangename schaal; prettig om te wonen en te werken, een prachtige omgeving en goede, toegankelijke voorzieningen op maat. Een familiestad waar iedereen zich thuis voelt. Een stad met een eigen identiteit, uitstraling en dynamiek. Leefbaar, leuk en levendig. PvdA zet Assen op Pole Position! Overlijden van Henk Lohrengel. Geen gaswinning onder Assen. GR2018 🌹 https:/ t.co/HkmrxaQiEB. 7:30 tot 21:00 uur. Volg ons op Facebook.

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Qnieuws.nl Assen » Het laatste 112 nieuws uit regio Assen en omgeving

Het laatste 112 nieuws uit regio Assen en omgeving. Deze 112 nieuwswebsite beheren? Selecteer een andere gemeente. Wwwqnieuws.nl Landschapslaan 71 - 7824 BC te Emmen. Man bekneld onder door hem zelf afgezaagde boom. 8211; Vanmorgen rond 10.00 uur kreeg de brandweer Rolde de melding binnen van een persoon die bekneld zat. Het bleek uiteindelijk te gaan om een man die vast zat onder een door hem zelf afgezaagde boom in het natuurgebied aan een zijweg in het Tweede Dillingveen. En maak kans op 200 euro!

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The Daily DIP Count

The Daily DIP Count. Game development on the skirts of Vitosha. April 11th, 2008. A bit more than a year ago I found ATI Tootle. An interesting mesh preprocessing tool for simultaneous vertex cache AND overdraw optimization. Somebody wisely commented then that “there’s probably something that is 1000x faster and 99% as good”. Well, that thing is here today. We use will find the time. The best type of float-to-int conversion. October 16th, 2007. В В В D3DXVECTOR4 norm( normal );. В В В norm *= 127.5f;.

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