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Kosmokleaner | Martin Mittring, Graphics coder at Epic Games, gfx tech stuffMartin Mittring, Graphics coder at Epic Games, gfx tech stuff
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Martin Mittring, Graphics coder at Epic Games, gfx tech stuff
http://kosmokleaner.wordpress.com/
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Kosmokleaner | Martin Mittring, Graphics coder at Epic Games, gfx tech stuff | kosmokleaner.wordpress.com Reviews
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Martin Mittring, Graphics coder at Epic Games, gfx tech stuff
Benchmark and Statistics | Kosmokleaner
https://kosmokleaner.wordpress.com/2014/10/08/benchmark-and-statistics
Martin Mittring, Graphics coder at Oculus Story Studio, gfx tech stuff. Skip to primary content. October 8, 2014. CPU time is measured using QueryPerformanceCounter(). As the shadow ray casting algorithm is mostly GPU I only use it for load time (BVH creation is only done on first load) and the FrameTime. SCOPED GPU TIMER(ClearReceiverGrid);. Const UINT Value[] = { -1, -1, -1, -1 };. Devcon- ClearUnorderedAccessViewUint(receiverGrid.UAVView- UAVView, Value);. Another interesting point can be seen on the ...
About | Kosmokleaner
https://kosmokleaner.wordpress.com/about
Martin Mittring, Graphics coder at Oculus Story Studio, gfx tech stuff. Skip to primary content. This is the blog of Martin Mittring. I already had a web page www.Kosmokleaner.de. 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. You are commenting using your Facebook account. ( Log Out.
Accurate hard shadows in any distance – if you stick to flat shading | Kosmokleaner
https://kosmokleaner.wordpress.com/2014/09/26/accurate-hard-shadows-in-any-distance-if-you-stick-to-flat-shading
Martin Mittring, Graphics coder at Oculus Story Studio, gfx tech stuff. Skip to primary content. Accurate hard shadows in any distance – if you stick to flat shading. September 26, 2014. The image shows a Japanese wooden bench by Ben Tate that was released for free. Area light source shading makes this even worse (As Brian Karis recently pointed out): The bias trick fights the shading. Anyone has a good solution/reference for this problem? This entry was posted in Uncategorized. Leave a Reply Cancel reply.
Shadows demo with source download | Kosmokleaner
https://kosmokleaner.wordpress.com/2014/10/30/shadows-demo-with-source-download
Martin Mittring, Graphics coder at Oculus Story Studio, gfx tech stuff. Skip to primary content. Shadows demo with source download. October 30, 2014. GPU hard triangle shadows based on ray casting. Acceleration: AABB tree with 2D light space grid. Direct3D 11, Visual Studio, C and HLSL Source. Multiple 3d models, benchmark and profiling functionality. Purpose: Real time shadow research and collaboration. Download the .zip and unpack it locally. Run the executable in the root folder.
Simple C++ reflection (to generate HLSL constant buffer declaration) | Kosmokleaner
https://kosmokleaner.wordpress.com/2015/06/24/simple-c-reflection-to-generate-hlsl-constant-buffer-declaration
Martin Mittring, Graphics coder at Oculus Story Studio, gfx tech stuff. Skip to primary content. Simple C reflection (to generate HLSL constant buffer declaration). June 24, 2015. This is the code needed for the reflection (WordPress ate all HTML looking parts in the templates so I had to post it as image and word document as it doesn’t support txt and cpp either):. And this is how I generate the HLSL code:. Void GenerateAutoCommon() { FILE* out = 0; if( wfopen s(&out, L"Shaders AutoCommon.hlsl", L"w...
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Second Video | Wiggle the Game
https://wigglethegame.wordpress.com/2013/04/08/second-video
Imagine a flat world at the cellular level – where tiny life forms need your help. Skip to primary content. April 8, 2013. First video with sound, still experimenting with the video codec. The green atoms are food for the lengthy cells. They split when they have eaten. Splits can build up pressure. This entry was posted in Uncategorized. 2 thoughts on “ Second Video. April 8, 2013 at 8:31 am. Came here from a retweet from Sam Martin. Just curious what you are developing this in? April 9, 2013 at 2:06 am.
kosmokleaner | Wiggle the Game
https://wigglethegame.wordpress.com/author/kosmokleaner
Imagine a flat world at the cellular level – where tiny life forms need your help. Skip to primary content. Skip to secondary content. I work at Facebook (Oculus Story Studio), born German, live in US. Having a long tail helps. July 5, 2013. The game play shows how the players tail can be useful to get into tight corners. The tail can be enlarged temporary by collecting a special pill. The player has to collect a single token to complete this level. Bones texture but I might go more for a microscope look.
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Kosmokinetika | El arte del movimiento en armonía con la Naturaleza
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Blog de kosmokiss - RomAiiiin - Skyrock.com
Mot de passe :. J'ai oublié mon mot de passe. Bienvenu sur le blog de ROMAIN. Mise à jour :. Abonne-toi à mon blog! N'oublie pas que les propos injurieux, racistes, etc. sont interdits par les conditions générales d'utilisation de Skyrock et que tu peux être identifié par ton adresse internet (67.219.144.114) si quelqu'un porte plainte. Ou poster avec :. Retape dans le champ ci-dessous la suite de chiffres et de lettres qui apparaissent dans le cadre ci-contre. Posté le samedi 03 avril 2010 14:30.
Kosmokleaner´s Homepage
18 Jan 2008 - There is a new C Snippet. A simple efficient and flexible A-Star implementation with Win32 sample application. Another class implements a simple and efficient 2D path finder that works on a 2D grid. 18 Aug 2007 - There is a new C Snippet. 11 Jan 2002 - There is a new C Snippet. For showing a splash window in your Win32 or MFC project. 20 Nov 2001 - Die Linksammlung. Wurde um viele neue Links erweitert. 12 Nov 2001 - Die Snippets. 26 Sep 2001 - Der Texturen/Bilder Bereich. Zusammengefasst...
Kosmokleaner´s Homepage
18 Jan 2008 - There is a new C Snippet. A simple efficient and flexible A-Star implementation with Win32 sample application. Another class implements a simple and efficient 2D path finder that works on a 2D grid. 18 Aug 2007 - There is a new C Snippet. 11 Jan 2002 - There is a new C Snippet. For showing a splash window in your Win32 or MFC project. 20 Nov 2001 - Die Linksammlung. Wurde um viele neue Links erweitert. 12 Nov 2001 - Die Snippets. 26 Sep 2001 - Der Texturen/Bilder Bereich. Zusammengefasst...
Kosmokleaner | Martin Mittring, Graphics coder at Epic Games, gfx tech stuff
Martin Mittring, Graphics coder at Epic Games, gfx tech stuff. Skip to primary content. Skip to secondary content. Simple C reflection (to generate HLSL constant buffer declaration). June 24, 2015. This is the code needed for the reflection (WordPress ate all HTML looking parts in the templates so I had to post it as image and word document as it doesn’t support txt and cpp either):. And this is how I generate the HLSL code:. Void GenerateAutoCommon() { FILE* out = 0; if( wfopen s(&out, L"Shaders AutoCom...
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PARTH UPADHYE
Veni Vidi. Vici. What I am working on these days . Hide no more. Unraveling the veil. If you look back throughout history from the ancient Egyptians onwards, most cultures started making clothing from a very basic premise: a single piece of cloth. Will be part commentary and part documentary. Given the breadth of the topic at hand, I will explore various visual media and expressions: namely painting, writing, photography, film, print making and fabrics. And Veni. Vidi. Vici. Follow me on Instagram.
KOSMO KOLOR
KOSMO KOLOR - L'association pour bouger ensemble! Bienvenue sur notre site Internet! Ici, vous pourrez en savoir plus sur notre association et sur ses membres, vous renseigner sur nos activités et faire notre connaissance. Nous avons créé notre association afin de pouvoir pratiquer notre activité ensemble et la rendre accessible au grand public. Notre association est composée de personnes de tout âge qui partagent une même passion: la danse. Nous sommes toujours très heureux de pouvoir partager no.