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Graphic RantsGraphical, textual ramblings of a coder.
http://graphicrants.blogspot.com/
Graphical, textual ramblings of a coder.
http://graphicrants.blogspot.com/
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Graphic Rants | graphicrants.blogspot.com Reviews
https://graphicrants.blogspot.com
Graphical, textual ramblings of a coder.
Graphic Rants: January 2011
http://graphicrants.blogspot.com/2011_01_01_archive.html
Graphical, textual ramblings of a coder. Sunday, January 30, 2011. Irradiance volumes using volume textures is a technique that has been getting some use lately. Check out the following for some places I've noticed it. Cascaded Light Propagation Volumes). Presentations on the topic. All the same limitations apply in 3d as they do in 2d. Pages will need borders to have proper filtering. The smaller the page size the more waste due to borders and the larger the page table gets. Subscribe to: Posts (Atom).
Graphic Rants: Tiled Light Culling
http://graphicrants.blogspot.com/2012/04/tiled-light-culling.html
Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.
Graphic Rants: Tone mapping
http://graphicrants.blogspot.com/2013/12/tone-mapping.html
Graphical, textual ramblings of a coder. Sunday, December 15, 2013. When working with HDR values, two troublesome situations often arise. The first happens when one tries to encode an HDR color using an encoding that has a limited range, for instance RGBM. Values outside the range still need to be handled gracefully, ie not clipped. The second happens when an HDR signal is under sampled. One very bright sample can completely dominate the result. In path tracing these are commonly called fireflies. This o...
Graphic Rants: April 2012
http://graphicrants.blogspot.com/2012_04_01_archive.html
Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.
Graphic Rants: Epic, SIGGRAPH, etc
http://graphicrants.blogspot.com/2013/07/epic-siggraph-etc.html
Graphical, textual ramblings of a coder. Sunday, July 28, 2013. Epic, SIGGRAPH, etc. I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on twitter ( @BrianKaris. Then this probably isn't news, but for those that don't here's an update:. A year ago I left Human Head and accepted a position on the rendering team at Epic Games. Since then we made the UE4 Infiltrator demo. August 2, 2013 at 7:15 AM. Subscribe to: Post Comments (Atom). I am ...
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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:.
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...
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.
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 ...
lighting « Steve McAuley
http://blog.stevemcauley.com/tag/lighting
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. And I g...
conserving « Steve McAuley
http://blog.stevemcauley.com/tag/conserving
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 ...
physically « Steve McAuley
http://blog.stevemcauley.com/tag/physically
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 ...
Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley
http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse
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 ...
Rendering « Steve McAuley
http://blog.stevemcauley.com/category/rendering
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 ...
diffuse « Steve McAuley
http://blog.stevemcauley.com/tag/diffuse
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 ...
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graphicrandomdays.blogspot.com
Graphic Random Studio
Es un grupo de interesado en la creacion y difusion de Comics, Literatura, Animación, Ilustración, ¡Cómics! Fotografía, Diseño Grafico y cosillas Random, colectivo de talentos regios, gustamos de contar historias, crear, experimentar, llenar el mundo de color y maldad, con los brazos abiertos para recibir y apoyar a más artistas que quieran hacer de esto una forma de vida, expresión y arte. Miércoles, 26 de octubre de 2011. Nuevo proyectos, aventuras y tierras inexploradas. Martes, 22 de marzo de 2011.
graphicrandomness.blogspot.com
Graphic Randomness
E-learning and Digital Cultures MOOC. Amit chased out of Hampi by a hungry bovine. And then there are the people you can never get rid of :). Every Happy Girl's Little Secret. Anything For 'Murugan Idly'. A mere 45 days after giving birth, Ridhima shows we that could have it all. The Average Weekend At The Newly Launched 'Starbucks' in Bangalore. The Best Valentine's Day! And we have since lived happily ever after. And That's How You Jam In A Jam. Subscribe to: Posts (Atom). View my complete profile.
Graphic Rants
Graphical, textual ramblings of a coder. Saturday, March 29, 2014. UE4 available to all. The big news from Epic at GDC this year was that Unreal Engine 4 is now available to everyone for only $19/month 5% royalties. There's been a lot said already about why this is cool, opinions, comparisons to competitors and so forth. From a business model point of view I feel it has been covered better than I could possibly say. If you are interested check out Mark Rein's post. Let me explain why. With the UE4 subscr...
Graphic Raptor -
Skip to content ↓. Server Move and Forum Upgrade. On May.10, 2017, under Forum Updates. In addition, there is now a discord server, available for any members of the board who wish to use it. You can find the invite link pinned in the General Discussion forum. Comments Off on Server Move and Forum Upgrade. On Feb.05, 2012, under Forum Updates. Anyway, I might actually start posting things more often here, probably on a personal note. I haven’t really decided yet though, so tell me what you think...If you ...
Angela Gordon : Portfolio Gallery
Graphic Rating | Web Design and Development Blog
Web Design / Development Blog. Analyze and Optimize your web pages with Pagelocity. Let’s have a look at you web page and see how can we improve it. Pagelocity helps you do that on various domains: social, SEO, resources, code and competitors. Affinity Designer, a design tool review. Why pay a lot of money on Photoshop when you can pay $100 on Affinity Designer and Affinity Photo? This is my first impression about Affinity Designer. Koloria: Free Icons Set. Design Conduct and Principles. Just in case you...
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