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I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Saturday, August 18, 2012. Rant on Augmented Reality vs Virtual Reality. I've recently been doing a bunch of interviews on AR/VR around the internet, and I want to put my opinions here in my own blog. Cause that is what really matters to games. Is it fun? What is Assassins Creed? What is Grand Theft Auto? These are all gimmicks, yet they make truck loads of money. No Just like mobile gaming will never kill PC or Console g...

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I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Saturday, August 18, 2012. Rant on Augmented Reality vs Virtual Reality. I've recently been doing a bunch of interviews on AR/VR around the internet, and I want to put my opinions here in my own blog. Cause that is what really matters to games. Is it fun? What is Assassins Creed? What is Grand Theft Auto? These are all gimmicks, yet they make truck loads of money. No Just like mobile gaming will never kill PC or Console g...
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olickspulpit.blogspot.com Reviews

https://olickspulpit.blogspot.com

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Saturday, August 18, 2012. Rant on Augmented Reality vs Virtual Reality. I've recently been doing a bunch of interviews on AR/VR around the internet, and I want to put my opinions here in my own blog. Cause that is what really matters to games. Is it fun? What is Assassins Creed? What is Grand Theft Auto? These are all gimmicks, yet they make truck loads of money. No Just like mobile gaming will never kill PC or Console g...

INTERNAL PAGES

olickspulpit.blogspot.com olickspulpit.blogspot.com
1

 : Voxels vs Displacement Mapping

http://olickspulpit.blogspot.com/2011/08/voxels-vs-displacement-mapping.html

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Sunday, August 7, 2011. Voxels vs Displacement Mapping. Voxels on the left. Displacement mapping on the right. What is being shown here is a pyroclastic sphere primitive. Link. This is a good example of the difference between a voxel technology, and a displacement mapping technology that the GPU manufacturers are pushing. The Voxel tech looks like a much more natural expression of the function. August 12, 2011 at 2:06 PM.

2

 : December 2010

http://olickspulpit.blogspot.com/2010_12_01_archive.html

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Wednesday, December 29, 2010. Retro-fitting a free to play mechanism into an existing game will fail. It must be designed that way from the start. Minecraft has put indie in the forefront of many gamers eyes. Next year will have at least one other popular indie game that goes mainstream, and. Chooses to not align with any console manufacturer or publisher. Next generation Console Details Leaked. At the very least, I expec...

3

 : August 2012

http://olickspulpit.blogspot.com/2012_08_01_archive.html

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Saturday, August 18, 2012. Rant on Augmented Reality vs Virtual Reality. I've recently been doing a bunch of interviews on AR/VR around the internet, and I want to put my opinions here in my own blog. Cause that is what really matters to games. Is it fun? What is Assassins Creed? What is Grand Theft Auto? These are all gimmicks, yet they make truck loads of money. No Just like mobile gaming will never kill PC or Console g...

4

 : July 2010

http://olickspulpit.blogspot.com/2010_07_01_archive.html

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Friday, July 30, 2010. So fun, its better than Starcraft 2. Step 1) Find a web-cam video of a celebrity on youtube.com. Step 2) Download the video with Keep Vid. Step 3) Convert the video to MPG with Pazera. Step 4) Use Virtual Dub. To cut out a looping section of the video. Step 5) Download Many Cam. And set it up with that video you made. (It will make a virtual web-camera with that video looping in it). When compressin...

5

 : January 2011

http://olickspulpit.blogspot.com/2011_01_01_archive.html

I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Monday, January 17, 2011. I've been reading a book called the Ten Day MBA. Its got a pretty interesting chapter on Ethics. Cultural relativism holds that there is no universal moral code by which to judge another society's moral and ethical standards. If a whole culture holds certain beliefs, how can an outsider sit in judgment? When in rome." The concept of cultural relativism becomes more important as companies comp...

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jonolick.com jonolick.com

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...

jonolick.com jonolick.com

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 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.

jonolick.com jonolick.com

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.​.

jonolick.com jonolick.com

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...

jonolick.com jonolick.com

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 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 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 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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I make shiny things. I simplify. I presented Sparse Voxel Octrees at Siggraph 2008. Saturday, August 18, 2012. Rant on Augmented Reality vs Virtual Reality. I've recently been doing a bunch of interviews on AR/VR around the internet, and I want to put my opinions here in my own blog. Cause that is what really matters to games. Is it fun? What is Assassins Creed? What is Grand Theft Auto? These are all gimmicks, yet they make truck loads of money. No Just like mobile gaming will never kill PC or Console g...

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Assalamualaikum dan salam sejahtera. Seluar mengandung atau maternity pants ni memang wajib dimiliki oleh ibu-ibu,. Mempunyai tali di bahagian perut dan pinggang seluar untuk laras mengikut keselesaan ibu. Memberikan rasa selesa dan keyakinan kepada ibu ketika perut semakin membesar. Color coklat and hitam. Meterial cotton 98% spandex 2%. HARGA BERPATUTAN DENGAN KUALITI TERBAIK! Sila SMS/WhatsApp 017-2511127 @ 017-2511128. Sila SMS/WhatsApp 017-2511127 @ 017-2511128. 630pm - 11.00pm. Salah satu cabaran t...

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Mot de passe :. J'ai oublié mon mot de passe. Plus d'actions ▼. S'abonner à mon blog. Création : 16/07/2012 à 10:37. Mise à jour : 30/06/2015 à 23:07. Tu ne peux pas voir le blog de olicla car vous n'êtes pas amis. Commence par suivre olicla pour devenir ami. Poster sur mon blog.

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Oli Clark - Freelance Senior UX'er

User Experience and Design. Hi, I'm Oli - I'm a User Experience Architect. I spend my time playing with the internet to make it a more useful, usable and beautiful place to be. I'm fortunate enough to do this for some of the world's most respected brands at AKQA. London. In my spare time I can be found making a mess in my kitchen or throwing myself out of perfectly good aeroplanes. I am available for small freelance projects - feel free to get in touch. Night mode, finally! 🌛 http:/ t.co/VxAv3pbjXx.

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