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Steve McAuleyComputer graphics in the real world
http://blog.stevemcauley.com/
Computer graphics in the real world
http://blog.stevemcauley.com/
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Steve McAuley | blog.stevemcauley.com Reviews
https://blog.stevemcauley.com
Computer graphics in the real world
materials « Steve McAuley
http://blog.stevemcauley.com/tag/materials
Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.
Talks « Steve McAuley
http://blog.stevemcauley.com/category/talks
Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. There&#...
based « Steve McAuley
http://blog.stevemcauley.com/tag/based
Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...
energy « Steve McAuley
http://blog.stevemcauley.com/tag/energy
Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...
Far Cry 3 « Steve McAuley
http://blog.stevemcauley.com/tag/far-cry-3
Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.
TOTAL PAGES IN THIS WEBSITE
19
bronx's blog: December 2012
http://broniac.blogspot.com/2012_12_01_archive.html
Wednesday, December 5, 2012. Camera Space Shadow Mapping (CSSM). Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Camera Space Shadow Mapping (CSSM). View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.
bronx's blog: Rectilinear Texture Warping for Fast Adaptive Shadow Mapping.
http://broniac.blogspot.com/2012/06/rectilinear-texture-warping-for-fast.html
Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.
bronx's blog: June 2012
http://broniac.blogspot.com/2012_06_01_archive.html
Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures.
bronx's blog: OpenGL and Partially Resident Textures.
http://broniac.blogspot.com/2012/06/opengl-and-partially-resident-textures.html
Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers.
bronx's blog: Linear Space Lighting.
http://broniac.blogspot.com/2012/07/linear-space-lighting.html
Tuesday, July 17, 2012. Http:/ http.developer.nvidia.com/GPUGems3/gpugems3 ch24.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-1-color-sync.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-2-working-in.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. View my complete profile. Compact Normal Storage for small G-Buffers.
bronx's blog: Deferred decals
http://broniac.blogspot.com/2011/06/deferred-decals.html
Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...
bronx's blog: February 2012
http://broniac.blogspot.com/2012_02_01_archive.html
Monday, February 13, 2012. Virtual Texturing. Rage. Id Software and John Carmack have created a really new way in using unlimited textures in CG, but they hasted for year or two because current generation of graphics hardware have not enough on chip memory to make use VT approach well. Stop! Why we need lots of on chip video memory? The main idea of VT is to minimize requirements for video memory by providing ability to use a magnitude more textures than before. Lets try understand why it's so. Ok let...
bronx's blog: Universal References in C++11
http://broniac.blogspot.com/2012/11/universal-references-in-c11.html
Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Universal References in C 11. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.
bronx's blog: November 2012
http://broniac.blogspot.com/2012_11_01_archive.html
Tuesday, November 20, 2012. Not new but very interesting reading. Http:/ www.rorydriscoll.com/2012/01/11/derivative-maps/. Http:/ mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html. Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup.
bronx's blog: June 2011
http://broniac.blogspot.com/2011_06_01_archive.html
Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...
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Words & Numbers
A blog by Steve Krause. Wednesday, February 7, 2018. This blog was active from 2005 to 2012. If you’ve found it long after, the best place to start is Best Of. If you are looking for a work update beyond the last post below, 2012’s “At Responsys,” please check my LinkedIn profile. Thanks for visiting—I hope you enjoy the words and numbers herein! Posted by Steve Krause. Tuesday, September 11, 2012. An update from the professional front: I have joined. Responsys as SVP Product Management. I was walking al...
Digital Bits | Steve Lomas
Digital Bits Steve Lomas. Musings on technology and life abundant. When I say, ". You might scoff, believing this to be so obvious, it doesn't bear mentioning. But, in fact, it does. The truth is, no matter how carefully you position the work as not finished , in-progress , etc., people form opinions based on what you. Them; not what you tell them it will be. A Case In Point. The demo went smoothly and it definitely represented technical progress, but it was clear to me the developer was disappointed wit...
The Journey
Life is a journey - this is mine. Wednesday, February 17, 2010. Of all the things. Of all the things I've lost, I miss my mind the most.". When I was in my early 20's and starting in the corporate world, a forty-something co-worker had a poster with that quote on it. I thought it was funny in a tounge-in-cheek kind of way. I'm not laughing anymore. I feel like I've regressed a number of years and have all but lost the ability to think. I recall that saying now and can only nod in reluctant acceptance.
Steve Luxenberg - Blog
Steve Luxenberg - Official Website. Monday, June 9, 2014. For readers: Making sense of Amazon's battle with Hachette. When two heavyweights brawl, it's probably best for bystanders to stand clear. Unfortunately, authors and readers aren't mere spectators to Amazon's current fight with Hachette. When the dispute flared into the open a few weeks ago, I did not consider for a nanosecond weighing in. Authors with more books to their name, and more clout. Option 1: Independent bookstores love their customers,...
Steve Marple's blog
Wednesday, 7 February 2018. Python one-liner: return latest version. Today I need to find the latest version of some software. A normal ASCII sort (or even a numeric one. Would be unreliable given the use of semantic version numbers. Instead I came up with this simple Python command that uses distutils. To sort in the correct order:. Python -c "import sys;from distutils.version import LooseVersion;print(sorted(sys.stdin.read().split(),key=LooseVersion)[-1])". Simply pipe the input into. Then install two ...
Steve McAuley
Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...
steve mckenzie's | exploring design, art, life
Exploring design, art, life. Art on the Beltline: Lantern Creative Session at steve mckenzie’s. August 18, 2015. Each year, a fabulous lantern parade lights up the Atlanta skyline in preparation of the Art on the Atlanta Beltline event… And this year, steve mckenzie’s is excited to participate by hosting a Lantern Creative session! Join us Saturday, August … Continue reading →. Tagged art on the beltline. Kickstart creativity steve mckenzie's. Steve mckenzie's interior design. Mixing It Up With Eddie Ross.
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Steve Morin's - Curiosity
Steve Morin's - Curiosity. Entrepreneur, Engineering and Product Leader, Startup Advisor and Adventurer. Trying to spend time with what matters most to me my family and friends. Also building a few cool things along the way. True Edge Computing - Part 1. October 08, 2016. What does that even mean? In the world of software engineering, there aren't paradigms for it. You can't use the latest streaming (Spark, Flink) technologies, mobile or IoT SDK's to produce it. So we want it! It's really just performing...
Coding Libetartian
Steve Moyer's thoughts on creating software for remuneration and finding the freedom to do it. Fluent Java Collection Builders With Lambdas and VarArgs. Lambdas have finally come to Java with the release of Java 8. Varargs have been around. I think that the combination of varargs and lambdas will be helpful in two different areas: test-data set generation and builders. For Example:. We’ll get to that in a minute. With only var args we can do something like:. We can try that with only varargs:. In this ca...
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