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Game Rendering

Wednesday, April 25, 2012. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/file/d/0B6UWwRq95mireGltUXdyTHBFRUk/edit. Repos: https:/ bitbucket.org/sebby man/gameengine2011. And https:/ github.com/sebby64/Mass-Occlusion-Culling. Monday, April 23, 2012. Tonight I decided to expand this project to include Order Independent Transparency. The program is the same as before, but every object now has an alpha of 0.5. Click the image to see it in full detail. Edit - added a better picture).

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Game Rendering | gamerendering.blogspot.com Reviews
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Wednesday, April 25, 2012. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/file/d/0B6UWwRq95mireGltUXdyTHBFRUk/edit. Repos: https:/ bitbucket.org/sebby man/gameengine2011. And https:/ github.com/sebby64/Mass-Occlusion-Culling. Monday, April 23, 2012. Tonight I decided to expand this project to include Order Independent Transparency. The program is the same as before, but every object now has an alpha of 0.5. Click the image to see it in full detail. Edit - added a better picture).
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Game Rendering | gamerendering.blogspot.com Reviews

https://gamerendering.blogspot.com

Wednesday, April 25, 2012. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/file/d/0B6UWwRq95mireGltUXdyTHBFRUk/edit. Repos: https:/ bitbucket.org/sebby man/gameengine2011. And https:/ github.com/sebby64/Mass-Occlusion-Culling. Monday, April 23, 2012. Tonight I decided to expand this project to include Order Independent Transparency. The program is the same as before, but every object now has an alpha of 0.5. Click the image to see it in full detail. Edit - added a better picture).

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gamerendering.blogspot.com gamerendering.blogspot.com
1

Game Rendering: Mass Instancing + OIT

http://www.gamerendering.blogspot.com/2012/04/mass-instancing-oit.html

Monday, April 23, 2012. A couple weeks ago I set out to do a project where a scene of millions of objects could be rendered fast using OpenGL and OpenCL performing frustum culling. This is a screenshot of a fraction of the world: only 169,112 out of 20,000,000 instances are drawn. Tonight I decided to expand this project to include Order Independent Transparency. The program is the same as before, but every object now has an alpha of 0.5. Click the image to see it in full detail. Long time, no blog.

2

Game Rendering: Long time, no blog

http://www.gamerendering.blogspot.com/2012/04/long-time-no-blog.html

Sunday, April 22, 2012. Long time, no blog. I've been a combination of very busy and very lazy lately, but now I'm back in work mode with some new results:. Finally something a little more interesting than the cube. This alien model is 14,192 triangles and the frame rate is still well above 60 fps (hovers around 650, though I shouldn't fool myself yet, there are lots of improvements I can still make). There are still a couple of things I would like to do in the next 2 days. First, I still have not co...

3

Game Rendering: Final

http://www.gamerendering.blogspot.com/2012/04/final.html

Wednesday, April 25, 2012. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/file/d/0B6UWwRq95mireGltUXdyTHBFRUk/edit. Repos: https:/ bitbucket.org/sebby man/gameengine2011. And https:/ github.com/sebby64/Mass-Occlusion-Culling. Subscribe to: Post Comments (Atom). Long time, no blog. View my complete profile. Awesome Inc. template. Powered by Blogger.

4

Game Rendering: Midpoint Presentation

http://www.gamerendering.blogspot.com/2012/04/here-are-slides-for-my-midpoint.html

Sunday, April 1, 2012. Here are the slides for my midpoint presentation:. Https:/ docs.google.com/presentation/d/18dxFixDaYxpC9z8emYd5iGgoB1dbVPkVi8sDhs6AOcs/edit. Subscribe to: Post Comments (Atom). Long time, no blog. View my complete profile. Awesome Inc. template. Powered by Blogger.

5

Game Rendering: First Results!

http://www.gamerendering.blogspot.com/2012/03/first-results.html

Monday, March 26, 2012. It's 7:39 in the morning. and no, I did not wake up early. But I finally have results for order independent transparency, even if its just a simple purple cube. I will sum up what I did once I am less tired. March 26, 2012 at 5:32 AM. Good start. Looking forward to the details. Subscribe to: Post Comments (Atom). Details of my first result post. Single Pass Order Independent Transparency - the b. View my complete profile. Awesome Inc. template. Powered by Blogger.

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ianlilleycis565.blogspot.com ianlilleycis565.blogspot.com

Real-time Reflections and Refractions: April 2012

http://ianlilleycis565.blogspot.com/2012_04_01_archive.html

Real-time Reflections and Refractions. Ian Lilley - CIS 565 - Spring 2012. Wednesday, April 25, 2012. Here is the final version of my project prior to submission. Hope you enjoy! Also, here is a paper on my project: http:/ www.scribd.com/doc/91201173/Paper-IanLilley. Finally, here is my repo: https:/ github.com/IanLilleyT/Real-Time-Reflections-OpenGL. Thursday, April 12, 2012. Multiple Objects and Refractions. I've done a few things since the last blog post. 3) Refractions. These were actually not th...

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Virtual Globe and Terrain Rendering: Reflections on Teaching GPU Programming and Architecture: Take II

http://blog.virtualglobebook.com/2012/07/reflections-on-teaching-gpu-programming.html

Monday, July 2, 2012. Reflections on Teaching GPU Programming and Architecture: Take II. I recently wrapped up teaching CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. The first time I taught it, I wrote a reflections post. On my lessons learned. Here are my reflections on my second time through. But first a brief course history. This course was first offered in 2005. And focused on Cg for GPGPU. In 2007, Gary Katz. This past semester some things went well, and others did not.

ianlilleycis565.blogspot.com ianlilleycis565.blogspot.com

Real-time Reflections and Refractions: Multiple Objects and Refractions

http://ianlilleycis565.blogspot.com/2012/04/multiple-objects-and-refractions.html

Real-time Reflections and Refractions. Ian Lilley - CIS 565 - Spring 2012. Thursday, April 12, 2012. Multiple Objects and Refractions. I've done a few things since the last blog post. 2) Back-face rendering. I now use two framebuffer objects, one for front faces and one for back faces. Although this is somewhat slower than before, it makes reflections more accurate at certain angles. 4) Falloff. What I mean by this is the longer the ray must move to reflect an object, the more the reflected pixels fa...

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Game Rendering

Wednesday, April 25, 2012. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/file/d/0B6UWwRq95mireGltUXdyTHBFRUk/edit. Repos: https:/ bitbucket.org/sebby man/gameengine2011. And https:/ github.com/sebby64/Mass-Occlusion-Culling. Monday, April 23, 2012. Tonight I decided to expand this project to include Order Independent Transparency. The program is the same as before, but every object now has an alpha of 0.5. Click the image to see it in full detail. Edit - added a better picture).

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