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Macropolygon | Simon's graphics musings

Simon's graphics musings (by Simon)

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Macropolygon | Simon's graphics musings | macropolygon.wordpress.com Reviews

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Simon's graphics musings (by Simon)

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About | Macropolygon

https://macropolygon.wordpress.com/about

Simon's graphics musings. I’m Simon Taylor, a graphics programmer at Realtime Worlds where I work on APB. This blog is a place for my random thoughts on games, game development and real-time rendering. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. Possible workaround: blogs.msdn.microsoft.com/oldnewthing/20. Saw someone at a D3D12 talk ask if he could use it from python. Be very afraid. 2 years ago. Charles' Games Blog.

2

Stochastic Rasterization and Deferred Rendering | Macropolygon

https://macropolygon.wordpress.com/2010/08/26/stochastic-rasterization-and-deferred-rendering

Simon's graphics musings. Evaluating Debugged-Process Memory in a Visual Studio Extension →. Stochastic Rasterization and Deferred Rendering. After discussion with Repi. And reading the recent Decoupled Sampling paper. I’ve been thinking about how deferred rendering techniques can interact with stochastic sampling for defocus and motion blur. We all know that deferred techniques don’t play very nice with MSAA, but the issues are generally solvable for a couple of reasons:. So, this implies you need some ...

3

Evaluating Debugged-Process Memory in a Visual Studio Extension | Macropolygon

https://macropolygon.wordpress.com/2012/12/16/evaluating-debugged-process-memory-in-a-visual-studio-extension

Simon's graphics musings. Stochastic Rasterization and Deferred Rendering. Evaluating Debugged-Process Memory in a Visual Studio Extension. The Visual Studio automation API provides a way to evaluate expressions in the current stack frame (. EnvDTE.DTE.Debugger.GetExpression. Which is of course exactly what we want. However, the returned type doesn’t allow direct access to the debuggee’s memory, just the evaluated value as a string. You can get an. By calling ParseText on an. Registering for Debug Events.

4

Simon | Macropolygon

https://macropolygon.wordpress.com/author/macropolygon

Simon's graphics musings. I'm a lead developer at Geomerics working on the integration of Enlighten into various game engines. This blog is for random musing about real-time rendering and games development. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. My boss Maurizio … Continue reading →. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. Saw someone at a D3D12 talk ask if ...

5

August | 2010 | Macropolygon

https://macropolygon.wordpress.com/2010/08

Simon's graphics musings. Monthly Archives: August 2010. Stochastic Rasterization and Deferred Rendering. After discussion with Repi, and reading the recent Decoupled Sampling paper, I’ve been thinking about how deferred rendering techniques can interact with stochastic sampling for defocus and motion blur. We all know that deferred techniques don’t play very nice with … Continue reading →. My boss Maurizio … Continue reading →. Evaluating Debugged-Process Memory in a Visual Studio Extension.

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The Oblong: Clojure-flavoured Rendering Framework: State

http://oblong-code.blogspot.com/2012/03/clojure-flavoured-rendering-framework.html

A place for rambling about code and games. Wednesday, 14 March 2012. Clojure-flavoured Rendering Framework: State. My rendering framework, such as it is, sits on clojars.org and does. not very much. That should change. I can't guess how useful it'd be to anyone else, but it could certainly be a lot more friendly. With that in mind, I started taking a critical look at a few emergent antipatterns in the very core of the framework: the OpenGL wrapper. This example, I am happy with. Mostly. Mutate some OpenG...

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The Oblong: 2D Is Easier

http://oblong-code.blogspot.com/2012/02/2d-is-easier.html

A place for rambling about code and games. Sunday, 19 February 2012. Annoyed with my inability to find a nice way to create 3D tiles, I made a little tiny tile-editor for the 2D version. Everything's so much easier in 2D. Ah well. Yes, no matter how much the doom of 2D was heralded a few years back, it will never die because of how much it simplifies things :). The number of combinations drops immediately: you only need 1 concave mesh, and 1 convex mesh, for the 2 corner types that arise. (Just see t...

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The Oblong: Sweden, Ho!

http://oblong-code.blogspot.com/2013/01/sweden-ho.html

A place for rambling about code and games. Friday, 18 January 2013. Now living in Uppsala, working in Stockholm. The past few months have been pretty exciting and we just moved to a new flat, but things are settling down. I've had a little time to poke at my personal projects, although I'd always like more. My recent obsession has been with managing state. For many things, I seem to be tending towards a pipeline approach:. Assoc, dissoc, assoc-in, update-in, merge. Other advantages include very quick ins...

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The Oblong: Parallel Delaunay Triangulation

http://oblong-code.blogspot.com/2014/02/parallel-delaunay-triangulation.html

A place for rambling about code and games. Tuesday, 11 February 2014. Resource handling post will happen in a bit, as I got distracted after reading a fascinating paper entitled Localizing the Delaunay Triangulation and its Parallel Implementation. Renjie Chen/Craig Gotsman). The paper itself is quite googleable, although in some cases it hides behind a paywall. First, some elided code: I have some very, very simple linear algebra types kicking around of the form. In particular, the. Data Delaunay = Dela...

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The Oblong: Lights!

http://oblong-code.blogspot.com/2012/02/lights.html

A place for rambling about code and games. Monday, 27 February 2012. Decided it was time to fling some deferred rendering at the project, because who doesn't like taking huge chunks of VRAM to do simple things? Thanks to Jotaf's comments last week, I have a much easier method for making and rendering walls, so it only took a few minutes of Blender-torture to generate new ones. Cel-shading and voxel graphics seem to work great: Heres Minecraft with them added on. 14 March 2012 at 04:01. This weekend I had...

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The Oblong: Tweaks

http://oblong-code.blogspot.com/2012/03/tweaks.html

A place for rambling about code and games. Wednesday, 7 March 2012. Minor tweaks of late. Restructured the rendering quite a bit. Keeping things very, very simple still: the rendering thread owns a list of functions that execute each frame, in the order in which they were added. Dumb as a pile of bricks, and assumes that each such render-function will actually do a bunch of stuff including culling. Reduce (fn [s f] (f s) initial-state render-funcs). Cuddly-ish, but not very. Is this open source? 13 March...

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The Oblong: Rendering With Haskell

http://oblong-code.blogspot.com/2014/02/rendering-with-haskell.html

A place for rambling about code and games. Tuesday, 4 February 2014. I've been on a bit of a Haskell kick lately. I mostly blame Light Table. I've been testing the alpha version with various Clojure toy projects and enjoying myself mightily, when I somewhat randomly opened a .hs. Ugly Parsec code for dealing with .obj files exported by Blender completes the foundations for a cube-with-moveable-camera prototype. Format and it's auxilliary material definitions, which thankfully form a very simple chain of ...

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Macropolygon | Simon's graphics musings

Simon's graphics musings. Evaluating Debugged-Process Memory in a Visual Studio Extension. This is a relatively common operation for the debugger — it’s done by the memory window, as well as the watch windows, of course. I therefore assumed it would be fairly straightforward. I was very wrong. After much hair-pulling, however, I was finally able to get it to work, so I thought I’d document it here in case anyone else needs to do something similar. EnvDTE.DTE.Debugger.GetExpression. You can get an. Anyway...

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