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Graphics and games programming.
copypastepixel: May 2011
http://copypastepixel.blogspot.com/2011_05_01_archive.html
Graphics and games programming. Tuesday, 31 May 2011. Light volume sampling again. Recently I've been taking another look into how I render light volumes, I don't get nearly as much time as I'd like to work on this stuff these days but I've hit upon some improvements so I thought I'd write it up. The two primary issues I've come across with light volumes are light leaks and ensuring that the light volumes are padded so as to avoid issues with linear sampling. A solution: Split the sample point. Fixing th...
copypastepixel: July 2010
http://copypastepixel.blogspot.com/2010_07_01_archive.html
Graphics and games programming. Wednesday, 14 July 2010. The SSV Work In Progress. Some more development renders for the project I'm working on. Posted by Stefan Kamoda. Thursday, 8 July 2010. All screenshots were taken from my light map renderer. I'll post a video soon as the effect is even nicer in motion. Posted by Stefan Kamoda. Friday, 2 July 2010. BugBackToad model by SonK, which can be found at. Http:/ ompf.org/forum/viewtopic.php? Posted by Stefan Kamoda. Subscribe to: Posts (Atom).
copypastepixel: April 2011
http://copypastepixel.blogspot.com/2011_04_01_archive.html
Graphics and games programming. Wednesday, 6 April 2011. Some tests with the higher quality FXAA shader which you can read about here. These are mostly old screenshots that have been processed with the shader running in RenderMonkey. The console version I used in the previous post is good but this version is really working some magic :) Many thanks to Timothy at NVIDIA for making it available. And some full screen examples. Posted by Stefan Kamoda. Monday, 4 April 2011. Click for hi res versions).
copypastepixel: June 2010
http://copypastepixel.blogspot.com/2010_06_01_archive.html
Graphics and games programming. Friday, 25 June 2010. The light volume stuff I've been posting about uses an interesting lighting mechanism. For each point in the volume, a light colour and six intensity values are generated. The six intensity values represent the intensity of the incoming light from six separate directions; X, Y Z and -X,-Y-Z. Float intensity = dot(saturate(normal),posLuminence) dot(saturate(-normal),negLuminence);. In section 8.4.1. Based on that I ended up with the following solution.
copypastepixel: 2012
http://copypastepixel.blogspot.com/2012/03/2012.html
Graphics and games programming. Thursday, 1 March 2012. Just a quick post to say I'm still alive really. Is it 2012 already? Posted by Stefan Kamoda. Yeah, happy new year ;). 2 March 2012 at 07:05. Not sure if you will even see this, but I wanted to suggest a little experiment you could do with your tech. Care to give that a try? 31 December 2012 at 15:31. How about now in 2013? 1 January 2013 at 06:43. 3 January 2013 at 00:18. 26 January 2013 at 19:52.
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19
Quadrilaterals and brown trousers | I'm doing it wrong
https://imdoingitwrong.wordpress.com/2011/04/23/quadrilaterals-and-brown-trousers
I'm doing it wrong. More often than not. Quadrilaterals and brown trousers. April 23, 2011. My favourite moment from the game occurs around a third of the way into St Francis’ Folly. Where you run up some stairs, turn a corner and are confronted by this:. You can’t see the floor! I very nearly soiled myself as a young lad when I saw that; it made such an impression on me that I still to this day dig out my copy of Tomb Raider every couple of years and play it through. Perhaps it’s a rock? It’s inte...
Realtime global illumination | I'm doing it wrong
https://imdoingitwrong.wordpress.com/2011/04/02/realtime-global-illumination
I'm doing it wrong. More often than not. April 2, 2011. I’ve had an idea floating around in my head for several months now, but evening classes, a hard drive failure, then a GPU failure prevented me from doing much about it until this weekend. First, a couple of screenshots of what I’ll be talking about. Cornell box, I choose you! The basic idea is simple and is split into two phases. A one-time scene compilation phase:. Split all surfaces in the scene into roughly equal sized patches. Is the vector from.
Graphics Runner: February 2012
http://graphicsrunner.blogspot.com/2012_02_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, February 2, 2012. OptixNET: a managed wrapper for Nvidia Optix. OptixNET may head in the direction of CUDAfy where you can create your optix programs in-line with your C#. The current downside with Optix.NET is that you cannot share structs/classes with your Optix programs as you can when working with the original c/c library. As I talked a little about last post on Instant Radiosity, the general flow of Optix is:. Creating the Optix Context.
Graphics Runner: Ground control to Major Tom
http://graphicsrunner.blogspot.com/2010/05/ground-control-to-major-tom.html
Delusions of graphics programming and other ramblings. Wednesday, May 5, 2010. Ground control to Major Tom. Wow, it’s been over a year since the last post on volume rendering! I must sound like a broken record. Anyhow, I’ve had time to fix a couple of bugs with the last installment in the past couple of weeks and it should be coming online pretty soon. So why have I been absent lately? 8211; and pretty slick game play ideas. Subscribe to: Post Comments (Atom). Follow me on Twitter. Kitchen Island Table D...
Graphics Runner: July 2009
http://graphicsrunner.blogspot.com/2009_07_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, July 30, 2009. Water in Your Browser. Recently I’ve been playing around with O3D. If you don’t know, O3D is Google’s new browser graphics API. It enables you to develop 3d interactive applications that run inside a browser window (and quite easily mind you). In fact it rivals XNA on getting an app up and running quickly. Click the picture to have a go! If you’re interested in the max file or source you can get both here:. Links to this post.
Graphics Runner: Instant Radiosity with Optix
http://graphicsrunner.blogspot.com/2011/03/instant-radiosity-with-optix.html
Delusions of graphics programming and other ramblings. Saturday, March 19, 2011. Instant Radiosity with Optix. I've been working on a new sample for the past few days, Instant Radiosity using Optix and DirectX. I should have a writeup and sample in the coming week. Here’s a few shots with the obligatory cornell and sponza scenes. Im looking forward to that writeup, the results have cetainly gotten me interested :). March 21, 2011 at 6:11 AM. Subscribe to: Post Comments (Atom). Follow me on Twitter.
Graphics Runner: New Prey 2 E3 Trailer
http://graphicsrunner.blogspot.com/2011/06/new-prey-2-e3-trailer.html
Delusions of graphics programming and other ramblings. Saturday, June 4, 2011. New Prey 2 E3 Trailer. Bethesda released a new trailer for Prey 2. I'm not gonna lie, it looks awesome. Subscribe to: Post Comments (Atom). Im a graphics programmer at EA Tiburon. Ive been interested in graphics ever since I got my N64. Im also the developer of Optix.NET. Follow me on Twitter. View my complete profile. UE4 available to all. Gamasutra/Intel Visual Computing Blog. Advances in Rendering for Physics.
Why Reinhard desaturates my blacks | I'm doing it wrong
https://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3
I'm doing it wrong. More often than not. Why Reinhard desaturates my blacks. August 19, 2010. I’m doing it wrong. Out of the door, I’ve been catching up on this year’s GDC presentations. One that was of particular interest to me was John Hable’s. Uncharted 2 HDR Lighting talk because I think we’re all in agreement about how awesome the game looks. That led me to checking out his blog and his discussions of various tone mapping operators. And are in linear RGB space. That’s no good at all! Actually it doe...
Graphics Runner: May 2010
http://graphicsrunner.blogspot.com/2010_05_01_archive.html
Delusions of graphics programming and other ramblings. Thursday, May 6, 2010. Volume Rendering 202: Shadows and Translucency. Finally, here is the last sample on volume rendering. It’s only taking me a year to get around to finishing it. Is anyone even visiting this page anymore? I’d better post this for my sanity anyhow. Left: no depth prepass. Right: depth prepass. There isn’t much to say here. The sample below uses variance shadow mapping. Well, there it is. Anticlimactic wasn't it? Links to this post.
Graphics Runner: Prey 2 Teaser Trailer
http://graphicsrunner.blogspot.com/2011/03/prey-2-teaser-trailer.html
Delusions of graphics programming and other ramblings. Tuesday, March 15, 2011. Prey 2 Teaser Trailer. Human Head has been keeping me busy since I've been working there and I can finally say why: Prey 2. The game was announced on Monday :) Here's the Prey 2 teaser trailer:. Http:/ www.g4tv.com/videos/51782/Prey-2-Debut-Trailer- -Exclusive-Premiere/. From what I have heard you are working on idTech5 right? Nice teaser and now I woul like to see the game :). March 16, 2011 at 3:40 AM. I loved Prey 1! Micha...
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Kopi-paste.nih | Semua ini hanya Copy Paste – Mohon Ijin ya :)
Semua ini hanya Copy Paste – Mohon Ijin ya :). August 15, 2015. Sebuah Pengakuan Mengejutkan dari Kader PKS. Continue reading →. August 11, 2015. Transformasi Google Menjadi Alphabet. Continue reading →. August 1, 2015. 7 Fakta Tentang Hitler yang Jarang Diketahui Orang. Continue reading →. July 30, 2015. Kisah Kiai Chudlori Pilih Beli Gamelan daripada Bangun Masjid. Continue reading →. July 25, 2015. Yahudi adalah Islam Lama dan Islam adalah Yahudi Baru. Continue reading →. July 24, 2015. July 24, 2015.
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Graphics and games programming. Tuesday, 25 April 2017. Real Time Global Illumination. The short answer is I love the way it looks. As a bonus it simplifies the lighting process and there's a subtlety to the end results that is very hard to achieve without some sort of physically based light transport. A single light can illuminate an entire scene and the bounce light helps ground and bind all the elements together. Before you run off, here it is in action. Surfel placement plays a big part in the qualit...
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