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Ben's Learning Log

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Saturday, March 05, 2011. GDC 2011 - Friday. This year's GDC was amazing. I can't wait to get home and start experimenting with some of the ideas I picked up during various talks. Posted by Ben Cloward at 11:06 AM. Friday, March 04, 2011. GDC 2011 - Thursday. Posted by Ben Cloward at 9:52 AM. Next, I ...

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Ben's Learning Log | bcloward.blogspot.com Reviews
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This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Saturday, March 05, 2011. GDC 2011 - Friday. This year's GDC was amazing. I can't wait to get home and start experimenting with some of the ideas I picked up during various talks. Posted by Ben Cloward at 11:06 AM. Friday, March 04, 2011. GDC 2011 - Thursday. Posted by Ben Cloward at 9:52 AM. Next, I ...
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Ben's Learning Log | bcloward.blogspot.com Reviews

https://bcloward.blogspot.com

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Saturday, March 05, 2011. GDC 2011 - Friday. This year's GDC was amazing. I can't wait to get home and start experimenting with some of the ideas I picked up during various talks. Posted by Ben Cloward at 11:06 AM. Friday, March 04, 2011. GDC 2011 - Thursday. Posted by Ben Cloward at 9:52 AM. Next, I ...

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1

Ben's Learning Log: GDC 2011 - Monday

http://bcloward.blogspot.com/2011/03/gdc-2011-monday.html

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Tuesday, March 01, 2011. GDC 2011 - Monday. I'm at GDC again this year. On Wednesday I'll be giving a talk about the character lighting in our game. If you're attending GDC, I'd love to have you come. Here's a summary of the talk from the GDC web site:. Http:/ schedule.gdconf.com/session/12133.

2

Ben's Learning Log: May 2005

http://bcloward.blogspot.com/2005_05_01_archive.html

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Friday, May 20, 2005. Normal Map seams in 3ds Max. There is a bug that creates lighting seams at UV borders when using normal maps and .fx shaders in 3ds Max 7. I created a sample file to show the results of the bug. You can download it here. And here's what it looks like in Max 7 Final version with t...

3

Ben's Learning Log: GDC 2011 - Wednesday

http://bcloward.blogspot.com/2011/03/gdc-2011-wednesday.html

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Thursday, March 03, 2011. GDC 2011 - Wednesday. Next, I attended a talk by Dan Baker from Firaxis on a method he helped to develop for creating better specular highlights. It's called LEAN mapping. It's something that I'd really like to investigate further for reducing specular sparkles. To finish off...

4

Ben's Learning Log: March 2005

http://bcloward.blogspot.com/2005_03_01_archive.html

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Monday, March 07, 2005. I've added support for DXT5 "swizzled" normal map compression to the HLSL shaders on my shaders page. NVIDIA - Bump Map Compression.pdf. ATI - NormalMapCompression.pdf. I'm probably going to need to write another tutorial that details the steps that need to be taken to get the ...

5

Ben's Learning Log: GDC 2011 - Thursday

http://bcloward.blogspot.com/2011/03/gdc-2011-thursday.html

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Friday, March 04, 2011. GDC 2011 - Thursday. I finished up the day by attending the speakers reception. It was create to meet several of the people who's talks I have really enjoyed or who's talks I'll be attending on Friday. Posted by Ben Cloward at 9:52 AM. View my complete profile. GDC 2011 - Monday.

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Ben Cloward - Technical Artist | Resume

http://www.bencloward.com/resume.shtml

Full-time position as a Senior Animator and Technical Artist. Gamecube, PS2) - Vicious Cycle. Lead Animator and Senior Artist, January 2006 - September 2006. Flushed Away won the Annie Award. Gamecube, PC, Xbox, PS2) Vicious Cycle. Lead Animator and Senior Technical Artist, Sept 2005 Jan 2006. SPY VS. SPY. Xbox, PS2) - Vicious Cycle. Animator and Senior Artist, January 2004 - February 2005. Designed and implemented custom shader effects. Implemented in-game cinematics. Oversaw production of pre-r...Rigge...

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Ben Cloward - Technical Artist | 3D Resources

http://www.bencloward.com/resources.shtml

ShaderFX is a plugin for 3ds Max that I co-authored. It lets artists create real-time HLSL FX shaders for use in the 3ds Max viewport and also for external game engines such as XNA, Quest 3D, Virtools, Ogre, etc. The node-based interface is simple and easy to use. Artists with no shader programming experience can create complex shaders in just a few minutes. Check it out! ShaderFX is currently at version 4.1. The full series of 3 DVDs is currently available. There are currently 580 images in the archive.

bencloward.com bencloward.com

Ben Cloward - Technical Artist | Portfolio

http://www.bencloward.com/portfolio.shtml

You may also be interested in:. For the last three years I've been writing real-time shaders in HLSL and Cg. Recently I've teamed up with Kees Rijnen (formerly of Bioware) to create a plugin called ShaderFX. Which allows artists to create real-time shaders using a familiar node-based interface. You can see ShaderFX in action in my shader demo reel. Credits explained in the reel narration). Learn more about ShaderFX on the Lumonix web site here:. Http:/ www.lumonix.net/shaderfx.html. In addition to my rig...

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Ben Cloward - Character Animator

http://www.bencloward.com/index.html

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Ben Cloward - Technical Artist | 3D Resources

http://www.clowardcreative.com/resources.shtml

ShaderFX is a plugin for 3ds Max that I co-authored. It lets artists create real-time HLSL FX shaders for use in the 3ds Max viewport and also for external game engines such as XNA, Quest 3D, Virtools, Ogre, etc. The node-based interface is simple and easy to use. Artists with no shader programming experience can create complex shaders in just a few minutes. Check it out! ShaderFX is currently at version 4.1. The full series of 3 DVDs is currently available. There are currently 580 images in the archive.

clowardcreative.com clowardcreative.com

Ben Cloward - Technical Artist | Resume

http://www.clowardcreative.com/resume.shtml

Full-time position as a Senior Animator and Technical Artist. Gamecube, PS2) - Vicious Cycle. Lead Animator and Senior Artist, January 2006 - September 2006. Flushed Away won the Annie Award. Gamecube, PC, Xbox, PS2) Vicious Cycle. Lead Animator and Senior Technical Artist, Sept 2005 Jan 2006. SPY VS. SPY. Xbox, PS2) - Vicious Cycle. Animator and Senior Artist, January 2004 - February 2005. Designed and implemented custom shader effects. Implemented in-game cinematics. Oversaw production of pre-r...Rigge...

clowardcreative.com clowardcreative.com

Ben Cloward - Technical Artist | Portfolio

http://www.clowardcreative.com/portfolio.shtml

You may also be interested in:. For the last three years I've been writing real-time shaders in HLSL and Cg. Recently I've teamed up with Kees Rijnen (formerly of Bioware) to create a plugin called ShaderFX. Which allows artists to create real-time shaders using a familiar node-based interface. You can see ShaderFX in action in my shader demo reel. Credits explained in the reel narration). Learn more about ShaderFX on the Lumonix web site here:. Http:/ www.lumonix.net/shaderfx.html. In addition to my rig...

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Ben's Learning Log

This blog contains the things that I've learned about programming real-time shaders in DirectX HLSL and Nvidia's Cg. It also contains other information related to real-time graphics and character animation. Saturday, March 05, 2011. GDC 2011 - Friday. This year's GDC was amazing. I can't wait to get home and start experimenting with some of the ideas I picked up during various talks. Posted by Ben Cloward at 11:06 AM. Friday, March 04, 2011. GDC 2011 - Thursday. Posted by Ben Cloward at 9:52 AM. Next, I ...

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