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Gates 381

Kayvon's blog about graphics systems.

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Gates 381 | gates381.blogspot.com Reviews

https://gates381.blogspot.com

Kayvon&#39;s blog about graphics systems.

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Gates 381: August 2008

http://gates381.blogspot.com/2008_08_01_archive.html

Wednesday, August 13, 2008. How to Count to 800 (comparing the NV GTX 280, ATI Radeon 4870, and what I hear about LRB). This week at SIGGRAPH Intel presented a technical paper entitled Larrabee: A Many-Core x86 Architecture for Visual Computing. Okay, so what gives? Given as part of the SIGGRAPH 2008 Class: "Beyond Programmable Shading: Fundamentals". For the full talk in pdf form. For just the notes on NVIDIA, ATI, and proposed Larrabee chips. Subscribe to: Posts (Atom).

2

Gates 381: "A Closer Look at GPUs" Published in October CACM

http://gates381.blogspot.com/2008/10/closer-look-at-gpus-published-in.html

Friday, October 10, 2008. A Closer Look at GPUs" Published in October CACM. An updated version of Mike Houston and I's ACM Queue article "GPUs: A Closer Look". Was republished in the October 2008 issue of Communications of the ACM as "A Closer Look at GPUs". Also available on my web page. A Closer Look at GPUs Published in October CACM. GRAMPS: A Programming Model for Graphics Pipelines.

3

Gates 381: September 2009

http://gates381.blogspot.com/2009_09_01_archive.html

Friday, September 11, 2009. DiagSplit: Parallel, Crack-Free, Adaptive Tessellation for Micropolygon Rendering. As hoped, we just kicked another micropolygon-related paper. Out the door. We've been working on a parallel algorithm for generating micropolygons via adaptive tessellation for the past year and the result of this study is an algorithm that we've called DiagSplit. Subscribe to: Posts (Atom). DiagSplit: Parallel, Crack-Free, Adaptive Tessella.

4

Gates 381: GRAMPS: A Programming Model for Graphics Pipelines (it's finally out the door)

http://gates381.blogspot.com/2008/10/gramps-programming-model-for-graphics.html

Tuesday, October 7, 2008. GRAMPS: A Programming Model for Graphics Pipelines (it's finally out the door). I have recently received a number of requests asking about this work. To those interested, just last week we shipped off a final copy of our paper, entitled " GRAMPS: A Programming Model for Graphics Pipelines. To ACM TOG. If all goes well, I'm told it should be appearing in early 2009. Until then, you can find an electronic copy of the submitted draft here.

5

Gates 381: Welcome

http://gates381.blogspot.com/2008/08/welcome.html

Wednesday, August 13, 2008. Welcome to Kayvon's GBLOG, an attempt to provide simple technical explanations of modern graphics architectures and throughput computing programming models and techniques. I hope to use this blog to clarify and disambiguate the large amount of (often conflicting) terminology that gets thrown around in the field of graphics architecture and, more generally, the emerging field of commodity throughput computing. How to Count to 800 (comparing the NV GTX 280, ATI.

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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.

levelofdetail.wordpress.com 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 ...

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Iñigo Quílez explains Slisesix demo | Level of Detail

https://levelofdetail.wordpress.com/2008/09/25/inigo-quilez-explains-slisesix-demo

Iñigo Quílez explains Slisesix demo. September 25, 2008 at 10:35 am ( Demos. Iñigo Quílez posted a recent presentation on the techniques used in the “ Slisesix. But in his proposed implementation the distance field came from rasterizing geometry into slices and blurring outward. Presentation: Rendering Worlds with Two Triangles. October 1, 2008 at 1:00 am. He has posted a new image of the day on GameDev:. Http:/ www.gamedev.net/community/forums/topic.asp? October 2, 2008 at 11:43 pm. Notify me of new com...

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Icare3D Blog: GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination"

http://blog.icare3d.org/2012/05/gtc-2012-talk-octree-based-sparse.html

Research, Computer Graphics and GPU. GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination". May 18, 2012. This week I gave a talk at the NVIDIA GPU Technology Conference. About a fast sparse voxelization technique that I worked on at NVIDIA in the context of my real-time global illumination approach. Using voxel cone-tracing inside a sparse voxel octree). Slides: (PPTX, 50MB). Video (if you want to enjoy my french accent): http:/ www.gputechconf.com/. May 18, 2012 at 6:45 PM.

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Just Blur and Add Noise | Level of Detail

https://levelofdetail.wordpress.com/2007/08/29/just-blur-and-add-noise

Just Blur and Add Noise. August 29, 2007 at 2:07 pm ( Game techniques. All of the hoopla regarding the game LittleBigPlanet has reminded me of the excellent talk that Alex Evans, co-founder of game creator Media Molecule, gave last year at the Advanced Real-time Rendering for 3D Games course at SIGGRAPH 2006. There are good presentation slides in PDF form at the ATI Developer site: here. Iñigo Quílez explains Slisesix demo « Level of Detail. September 25, 2008 at 10:35 am. October 2, 2008 at 11:49 pm.

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Carrying the torch for the 'Gates of Fire'

Carrying the torch for the 'Gates of Fire'. This blog will focus on Steven Pressfield's tour de force, 'Gates of Fire'. While there have been several excellent books about the Battle of Thermopylae, this book has done more than any other to bring awareness to the legendary warriors collectively known as the 300 Spartans. To read more about the Spartans, including an interview with Steven Pressfield on the status of the Gates of Fire movie, please visit: 300 Spartan Warriors. Sunday, October 10, 2010.

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Gates 381

Tuesday, December 6, 2011. First CMU Course Complete (Graphics and Imaging Architectures). I just finished up the final lecture for CMU 15-869: Graphics and Imaging Architectures (my first course at CMU). Since making a whole bunch of new lectures was quite a task, I'm not being shy about telling folks about it. ;-). Http:/ www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/. Friday, September 11, 2009. DiagSplit: Parallel, Crack-Free, Adaptive Tessellation for Micropolygon Rendering. Thus, it produces s...

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Son Profil - gates38450 - Skyrock.com

Mot de passe :. J'ai oublié mon mot de passe. La position des blocs a été enregistrée. Dimanche 19 juillet 2015 13:49. Regarde t'es messages dans autres ;). Mercredi 22 juillet 2015 13:37. Bonjour Monsieur, je suis Maryanne comment êtes-vous? Après être passé par votre profil. Je vais vous dire quelque chose. Sérieux et important si vous. Peut me envoyer un message maintenant. Merci et restent bénisse. Meilleur Regard, Maryanne. Samedi 11 juillet 2015 05:33. Va voir tes messages. Fuck me sexy boy.

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Ms. Gates Classroom | Park Hill Elementary

About Ms. Gates. May 11, 2016. May 29, 2016. The end of the school year is in site, but still lots to cover. 3rd Grade BBQ on Forest Pkwy – Wednesday June, 1st. Please join us as we celebrate the end of our 3rd grade year with a day of fun, food and games. The barbecue will be on the Forest Parkway, from 10:00am to 2:00pm. We are in need of volunteers … to bring Grills, Music, and Games. We will also need help with the set-up and tear down and to run the activities. Sign up to volunteer HERE. Click on Fi...

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