levelofdetail.wordpress.com
Fantasy Lab releases Radium SDK | Level of Detail
https://levelofdetail.wordpress.com/2008/08/26/fantasy-lab-releases-radium-sdk
Fantasy Lab releases Radium SDK. August 26, 2008 at 12:00 pm ( News. The game development studio started by Mike Bunnell (formerly of NVIDIA), has updated their website with information about their new real-time global illumination SDK called Radium. You’ll remember Fantasy Lab as the company that released the Rhinork GI demo and announced the game Danger Planet ( covered here. August 26, 2008 at 3:36 pm. I think Bunnell said in a interview, that he did quite some changes to the underlying technology:.
levelofdetail.wordpress.com
Danger Planet by Fantasy Lab | Level of Detail
https://levelofdetail.wordpress.com/2007/05/02/danger-planet-by-fantasy-lab
Danger Planet by Fantasy Lab. May 2, 2007 at 11:00 pm ( Game techniques. Fantasy Lab, the company that released that Rhinork global illumination demo. Last summer, has released a screenshot from the first game utilizing their Fantasy Engine, Danger Planet. The company president is Mike Bunnell, the guy who wrote the GPU Gems 2 article. May 4, 2007 at 2:02 pm. Isn’t that only of those aliens from the Simpsons? May 4, 2007 at 2:04 pm. Fantasy Lab releases Radium SDK « Level of Detail. Have clicked the -Not...
levelofdetail.wordpress.com
Imperfect Shadow Maps | Level of Detail
https://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps
December 19, 2008 at 3:41 pm ( Papers. 8220;Imperfect Shadow Maps for Efficient Computation of Indirect Illumination” by Ritschel et al., a real-time indirect lighting can be summarized as follows: it solves the visibility problem. Present in the paper “Splatting Indirect Illumination”. By Dachsbacher and Stamminger. In order to light the scene with each VPL, the method performs deferred shading by rendering some proxy geometry that bounds the influence of the light and effectively. In one draw call.
pixelsnack.wordpress.com
::DirectX::HowTo:: know if the debug layer is activated | pixelSnack
https://pixelsnack.wordpress.com/2011/04/07/directxhowto-know-if-the-debug-layer-is-activated
Games, Development, … and other pixel food. Larr; Gamma control is useless…. DirectX: HowTo: know if the debug layer is activated. April 7, 2011. Just this once won’t hurt, I’m not talking about openGL or iPhone today. I found the DirectX10/11 control panel really awful to set the debug layer. Sometimes on some computers, for any unknown reason it has no effect either if you set it to “. Bool IsDebugLayerActivated(const ID3D10Device& a rDevice). Bool bActivated = (pInfoQueue! Leave a Reply Cancel reply.
pixelsnack.wordpress.com
Caustics IRL | pixelSnack
https://pixelsnack.wordpress.com/2011/04/30/caustics-irl
Games, Development, … and other pixel food. April 30, 2011. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Notify me of new posts via email.
levelofdetail.wordpress.com
Pixel-Correct Shadow Maps with Temporal Reprojection … | Level of Detail
https://levelofdetail.wordpress.com/2008/11/06/pixel-correct-shadow-maps-with-temporal-reprojection
Pixel-Correct Shadow Maps with Temporal Reprojection …. November 6, 2008 at 10:14 pm ( Papers. And Shadow Test Confidence! Image from the paper depicting convergence on pixel-correct shadows. To see how usable it is in practice. Here are the salient points of the paper:. 8211; The method uses a screen-space. That maintains information about per-pixel visibility over the past few frames. This is similar to the reprojection cache (another awesome temporally-exploitive paper, links below). 8211; The shadow ...
blog.bozalina.com
Justin Bozalina's Blog: July 2012
http://blog.bozalina.com/2012_07_01_archive.html
A personal collection of stuff that excites me. Friday, July 13, 2012. Hey, New York, let's start the show! When I received the email, the host and musical guest still had not been announced. We didn't find out it was Sofia Vergara and One Direction until nearly a month later. Eventually, they started taking us up in the elevators, where we got in another line to wait before filing into the studio. At this point, we exchanged our purple tickets for arm bands. By the Doobie Brothers, with Abby Elliot, Van...
paradeofrain.com
Links – Parade of Rain
http://www.paradeofrain.com/category/game-development
One Man Left Studios. May 16, 2016. Testing, Testing, Testing, 1,2,3…. May 3, 2016. The little details…. February 12, 2016. Player Preference for Role Selection. February 10, 2016. February 9, 2016. August 2, 2010. It’s been a while since they’ve played and when they came back it was like riding a bicycle and they instantly got into the flow of the game. Could be a possibility to appease the hardcore users. I feel like just about anyone that has any semblance of what goes on in the indie world is at leas...
shaunkime.wordpress.com
Activate3D ICM 1.1 – Now Ready to Unite the World! | Shaun Kime's Blog
https://shaunkime.wordpress.com/2011/07/01/activate3d-icm-1-1-now-ready-to-unite-the-world
Shaun Kime's Blog. Activate3D ICM 1.1 – Now Ready to Unite the World! In February, we released a community edition of our 0.8 release. Although we had a 1.0 release of ICM in April, we did not ship an updated community version at that time. Today, we’re excited to share that we’ve released a new 1.1 version including a refresh for the Free Community Edition for Windows. If you’re impatient, you can download it here. Take a look at some of the incredible things that we’ve been able to accomplish:.
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