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Kosmokleaner | Martin Mittring, Graphics coder at Epic Games, gfx tech stuff

Martin Mittring, Graphics coder at Epic Games, gfx tech stuff

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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

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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 ...

2

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.

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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.

4

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.

5

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.

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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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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&#4...

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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&#4...

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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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