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DXT compression - part 3 - Transposes - Jon Olick
http://www.jonolick.com/2/post/2013/07/dxt-compression-part-3-transposes.html
DXT compression - part 3 - Transposes. Welcome to part 3 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are uncovered and implemented. In this post I go over some simple data transpose options with some rather non-intuitive results. Previous posts on this topic:. Part 1 - Intro. Part 2 - The Basics. Part 4 - Entropy. What is a transpose of the DXT5 blocks? Array of structures (AOS). Unsigned char alphaLineStart;. Color s...
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GIF Writer - Jon Olick
http://www.jonolick.com/home/gif-writer
This post is to announce my stb style 398 LoC animated GIF writer. The primary features are. 1) 398 lines of code. 2) No memory allocations. 4) NeuQuant based quantizer. I think there is still a lot left that could be done here with it, but I feel its a good version 1.0. 4 component. RGBX format, where X is unused. Char *frame = new char[128*128*4];. Jo gif t gif = jo gif start("foo.gif", 128, 128, 0, 32);. Jo gif frame(&gif, frame, 4, false); / frame 1. Jo gif frame(&gif, frame, 4, false); / frame 2.
jonolick.com
WAV File Writer in One Function - Jon Olick
http://www.jonolick.com/home/wav-file-writer-in-one-function
WAV File Writer in One Function. I love it when you can cut through pages of format specification to deliver something simple. To that end I added another minimalistic code gem - WAV file writing in a single function. It only supports PCM format, but its amazingly handy when you need it! If you want to see DPCM format support post in the comments or send me an email. Among other things, I've also been hard at work in my off time on a single file, minimalistic MPEG file writer.
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Publications - Jon Olick
http://www.jonolick.com/publications.html
Chapter 4 - Segment Buffering. EXtended Perspective Shadow Maps XPSM. I wrote this years ago for Game Engine Gems, but never got around to finishing it up. Its still pretty readable as is. So posting so it doesn't get lost..
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Vive GDC 2015 review - Jon Olick
http://www.jonolick.com/home/vive-gdc-2015-review
Vive GDC 2015 review. The crescent bay demo was very good. The headset was light, latency was fantastic, the picture was solid and sharp taking very good advantage of low persistence, the content was beautifully rendered and very enjoyable. All told a very solid improvement over dk2. The second demo iirc was where I was on a bridge of a sunken ship under the ocean. Lots of creatures swam by including a giant whale. Very peaceful. Another demo of a tabletop game where miniature people were fighting each o...
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DXT compression - part 2 - The basics - Jon Olick
http://www.jonolick.com/home/dxt-compression-part-2-the-basics
DXT compression - part 2 - The basics. Firefall - Orbital Comm Tower. The data set for these tests are all the textures in the Orbital Comm Tower map in Firefall. I chose this subset of the entire game as it is many times smaller to work with and its compression ratios appear to be pretty close to the entire game. In total it is 2.6gb of textures split into 128x128 tiles to be used later with Virtual Texturing. Vertical axis is bits per pixel (bpp). Horizontal axis is LZMA compression level. The optimal ...
jonolick.com
Presentations - Jon Olick
http://www.jonolick.com/presentations.html
HPG 2012 - Computer Graphics meets Computer Vision. Download File (with commentary). Gdc 07 rsx slides final.pdf. Gdc edge 07 final.pdf.
jonolick.com
Blog Archives - Jon Olick
http://www.jonolick.com/home/archives/03-2015
This post is to announce my stb style 398 LoC animated GIF writer. The primary features are. 1) 398 lines of code. 2) No memory allocations. 4) NeuQuant based quantizer. I think there is still a lot left that could be done here with it, but I feel its a good version 1.0. 4 component. RGBX format, where X is unused. Char *frame = new char[128*128*4];. Jo gif t gif = jo gif start("foo.gif", 128, 128, 0, 32);. Jo gif frame(&gif, frame, 4, false); / frame 1. Jo gif frame(&gif, frame, 4, false); / frame 2.
jonolick.com
Games - Jon Olick
http://www.jonolick.com/games.html
A list of some of the games that I worked on directly or indirectly. Games that I contributed directly to first. (not a complete list). The team is currently developing the Oculus Rift in an effort to revolutionize the way people experience interactive content. Is a massively multiplayer online team-based MMOFPS game from Red 5 Studios. It is currently in its closed beta stage. If you want an invite, contact me. Is a first-person shooter video game developed by id Software. And to video games such as.
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