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Compilers and computer graphics. Working for Sony ATG, London

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Compilers and computer graphics. Working for Sony ATG, London
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https://bouliiii.blogspot.com

Compilers and computer graphics. Working for Sony ATG, London

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1

bouliiii's blog: February 2012

http://bouliiii.blogspot.com/2012_02_01_archive.html

Compilers and computer graphics. Working for Sony ATG, London. Sunday, February 26, 2012. I recently switched to imap gmail mutt to handle my emails. One thing missing is an auto-complete stuff for it. Mutt has a powerful and simple way to do that by setting up query command in your .muttrc. Set query command = "my script %s" and then pressing Ctrl-T while filling an email address field, this basically calls my script with the prefix you just enter as an argument. Grep - regex " $1.*@.*? 1 1@ 2 g".

2

bouliiii's blog: Some ray tracing performance on Javascript engines

http://bouliiii.blogspot.com/2013/04/some-ray-tracing-performance-on.html

Compilers and computer graphics. Working for Sony ATG, London. Monday, April 29, 2013. Some ray tracing performance on Javascript engines. I am playing with ideas to represent world geometries. Playing with deformable voxels as " surface nets. I finally implemented a deformable recursive grid to store the voxels. I guess the idea is really close to brick maps as for example, exposed by Cyril Crassin in his nice Ph.D. here. The idea is super simple: this is just a grid of grid of . of voxels. Obviously, n...

3

bouliiii's blog: March 2013

http://bouliiii.blogspot.com/2013_03_01_archive.html

Compilers and computer graphics. Working for Sony ATG, London. Sunday, March 31, 2013. Cube ported to JS. Following the hype, I spent some time porting Cube (1), the minimalistic FPS, to javascript with Emscripten. Here is a screenshot:. Emscripten is amazing. The guys did a really good job to wraps useful libraries like SDL, SDL mixer and so on. On my side, most of the effort was therefore basically on adapting the old OGL 1.x code to a more recent webGL like version of it. Code is slow on Chrome.

4

bouliiii's blog: January 2013

http://bouliiii.blogspot.com/2013_01_01_archive.html

Compilers and computer graphics. Working for Sony ATG, London. Wednesday, January 16, 2013. Bits of OpenCL on Linux for IvyBridge are published. Some OpenCL code I was working on at Intel has been recently publically pushed and is now available for download. A phoronix news about this is here: http:/ www.phoronix.com/scan.php? The code is here: http:/ cgit.freedesktop.org/beignet/. Small problem is that I am not working for Intel anymore so, I will not work that much on it. Subscribe to: Posts (Atom).

5

bouliiii's blog: March 2012

http://bouliiii.blogspot.com/2012_03_01_archive.html

Compilers and computer graphics. Working for Sony ATG, London. Wednesday, March 14, 2012. I spent some time to update yaTS ( http:/ code.google.com/p/yats/. Some of the big items:. Reactive way to yield / wake up threads. If the task has no affinity (it is stealable), you push it on your own queue, pick up a thread that is sleeping, you wake it up and you mailbox the ID of your queue such that the thread that just woke up exactly knows where to pick the job. A Bunch of C policy-like classes. I added many...

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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:.

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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...

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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.

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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 ...

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UDK December Beta is out… | Game Dev Apprentice

https://moorx.wordpress.com/2009/12/18/udk-beta-2-is-out

Game coding and design. UDK December Beta is out…. Leave a comment ». 8230;and it’s great how the Epic guys don’t cease to amaze me. When the initial release of UDK came out a few months ago there were some voices saying something along the lines of “meh, just a marketing stunt to feed a few enthusiasts and create a little buzz”. But what they really delivered was a great product with a great and active community that is actually being listened to. Laquo; EduNetGames and Nebula3. Enter your comment here.

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Mini Mario Kart | Game Dev Apprentice

https://moorx.wordpress.com/2009/10/29/mini-mario-kart

Game coding and design. And you will need Processing. To run it. As soon as I’m finished with preparing the workshop slides, I’ll put them up too! Posted in Source Code. Laquo; CryENGINE 3. Unreal Engine 3 for Free. Subscribe to comments with RSS. 8230;] showed them how to develop a small Mario Kart clone in Processing (which can be found here: https:/ moorx.wordpress.com/2009/10/29/mini-mario-kart/. To teach them a little bit of game […]. Thoughts of a Newcomer » AltDevBlogADay (Staging Site). News for ...

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CryENGINE 3 | Game Dev Apprentice

https://moorx.wordpress.com/2009/10/16/cryengine-3

Game coding and design. Leave a comment ». Once again, the guys at Crytek put their heads together to create another piece of technological awesomeness. In its newest iteration, the engine seems to focus on console support and better content creation tools. The video. Time will tell… Let’s hope some people will use this engine to show off its capabilities! Laquo; The Ball Game – Making the camera follow the player in Panda3D. Leave a Reply Cancel reply. Enter your comment here. Address never made public).

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Unreal Engine 3 for Free | Game Dev Apprentice

https://moorx.wordpress.com/2009/11/05/unreal-engine-3-for-free

Game coding and design. Unreal Engine 3 for Free. Leave a comment ». Which provide free and academic licenses of their products. Oh and by the way – you can get the UDK here. Laquo; Mini Mario Kart. Workshop Slides (Hell, It’s About Time! 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. The Data Co...

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The Ball Game – Making the camera follow the player in Panda3D | Game Dev Apprentice

https://moorx.wordpress.com/2009/10/07/the-ball-game-making-the-camera-follow-the-player-in-panda3d

Game coding and design. The Ball Game – Making the camera follow the player in Panda3D. Progress on The Ball Game is great so far and I’m happy to announce my first blog post. In our project blog. It’s about our camera behaviour, with sample source code! Laquo; Would the real first post please stand up! Subscribe to comments with RSS. Recently, I have begun to develop a title on ‘Panda3D game development Cookbook’, and am now looking for an author to write this book. Leave a Reply Cancel reply. Blender3d...

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bouliiii's blog

Compilers and computer graphics. Working for Sony ATG, London. Saturday, May 17, 2014. Boodew: a very small functional language in 250 lines of c. I just published a very small language called "boodew" that you can find here:. The basic idea of it and its implementation is to have something as powerful and small as possible. As said in the readme, this is a variant of the scripting language used in sauerbraten ( http:/ sauerbraten.org. And tesseract ( http:/ tesseract.gg. I) 8)" is comparison. Here w...

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