diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: MVP Award
http://diaryofagraphicsprogrammer.blogspot.com/2015/07/mvp-award.html
Diary of a Graphics Programmer. Wednesday, July 1, 2015. This year I was honored with an MVP award. This is the tenth time in a row and I am very excited about this. I would like to thank everyone for supporting my nominations for the last 10 years. Here is my MVP page:. Http:/ mvp.microsoft.com/en-us/mvp/Wolfgang%20Engel-35704. Today we have devices like the iPad Air 2 and the NVIDIA Shield that offer performance close to the XBOX 360 / PS3 and the big console manufacturers have a serious challenge in c...
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: Light Pre-Pass Renderer
http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html
Diary of a Graphics Programmer. Sunday, March 16, 2008. In June last year I had an idea for a new rendering design. I call it light pre-pass renderer. The idea is to fill up a Z buffer first and also store normals in a render target. This is like a G-Buffer with normals and Z values . so compared to a deferred renderer there is no diffuse color, specular color, material index or position data stored in this stage. The light properties are:. LightColor.r * N.L * Att. LightColor.g * N.L * Att. Normal.z...
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TechnoFumbles.com – Fumbling around with technology » performance
http://www.technofumbles.com/weblog/tag/performance
TechnoFumbles.com – Fumbling around with technology. DIY world domination, the hard way. 2006-2011 TechnoFumbles.com – Fumbling around with technology. Tips for High Performance Art. Feb 21st, 2011 Filed under AltDevBlogADay. Posts Tagged ‘performance’. Survey of Fast Compression Algorithms (Part 1). Tips for High Performance Art. The Importance of Personal Projects. Intuition for Gamma Correct Rendering. Moved to WordPress from Blogger. Valid XHTML 1.1.
technofumbles.com
TechnoFumbles.com – Fumbling around with technology » blogger
http://www.technofumbles.com/weblog/tag/blogger
TechnoFumbles.com – Fumbling around with technology. DIY world domination, the hard way. 2006-2011 TechnoFumbles.com – Fumbling around with technology. Moved to WordPress from Blogger. Oct 16th, 2008 Filed under Miscellaneous. Posts Tagged ‘blogger’. Survey of Fast Compression Algorithms (Part 1). Tips for High Performance Art. The Importance of Personal Projects. Intuition for Gamma Correct Rendering. Moved to WordPress from Blogger. Valid XHTML 1.1.
technofumbles.com
TechnoFumbles.com – Fumbling around with technology » The Importance of Personal Projects
http://www.technofumbles.com/weblog/2011/02/05/the-importance-of-personal-projects
TechnoFumbles.com – Fumbling around with technology. DIY world domination, the hard way. 2006-2011 TechnoFumbles.com – Fumbling around with technology. The Importance of Personal Projects. This is the reason I ask about hobbies and personal projects of those who I interview and those for whom I interview with (interviews go both ways remember! They will be versatile, because. They’re used to it. They will actively improve the codebase, systems and procedures, because. Tips for High Performance Art.
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TechnoFumbles.com – Fumbling around with technology » code
http://www.technofumbles.com/weblog/tag/code
TechnoFumbles.com – Fumbling around with technology. DIY world domination, the hard way. 2006-2011 TechnoFumbles.com – Fumbling around with technology. Survey of Fast Compression Algorithms (Part 1). Apr 22nd, 2011 Filed under AltDevBlogADay. Posts Tagged ‘code’. Survey of Fast Compression Algorithms (Part 1). Tips for High Performance Art. The Importance of Personal Projects. Intuition for Gamma Correct Rendering. Moved to WordPress from Blogger. Valid XHTML 1.1.
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: May 2013
http://diaryofagraphicsprogrammer.blogspot.com/2013_05_01_archive.html
Diary of a Graphics Programmer. Sunday, May 19, 2013. Re-cap of Deferred Lighting. This is part of a response in a discussion forum I did recently and it summarizes a lot of the things I did a few years ago with renderer design on XBOX 360 / PS3 (more details in the articles below). So I thought I share it here as well:. Geometry - Light / Shadow data - Materials. Lighting / Shadow Stage. Rendering lights into the light / shadow buffer had the advantage of just using two render targets out of the three i...
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: Multi-GPU Game Engine
http://diaryofagraphicsprogrammer.blogspot.com/2015/05/multi-gpu-game-engine.html
Diary of a Graphics Programmer. Sunday, May 31, 2015. Many high-end rendering solutions for -for example- battlefield simulations can utilize now hardware solutions with multiple consumer GPUs. The idea is to split up computational power in-between 4 - 8 GPUs to increase the level of realism as much as possible. Now with more modern APIs like DirectX 12 and probably Vulcan and before that CUDA, splitting up the rendering pipeline can happen in the following way:. GPU1 - Renders Deferred Lights and Shadows.
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: Compute Shader Optimizations for AMD GPUs: Parallel Reduction
http://diaryofagraphicsprogrammer.blogspot.com/2014/03/compute-shader-optimizations-for-amd.html
Diary of a Graphics Programmer. Wednesday, March 26, 2014. Compute Shader Optimizations for AMD GPUs: Parallel Reduction. We recently looked more often into compute shader optimizations on AMD platforms. Additionally I had a UCSD class in Winter that dealt with this topic and a talk at the Sony booth at GDC 2014 that covered the same topic. This blog post covers a common scenario while implementing a post-processing pipeline: Parallel Reduction. It uses the excellent talk given by Mark Harris. One of the...
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: May 2015
http://diaryofagraphicsprogrammer.blogspot.com/2015_05_01_archive.html
Diary of a Graphics Programmer. Sunday, May 31, 2015. Many high-end rendering solutions for -for example- battlefield simulations can utilize now hardware solutions with multiple consumer GPUs. The idea is to split up computational power in-between 4 - 8 GPUs to increase the level of realism as much as possible. Now with more modern APIs like DirectX 12 and probably Vulcan and before that CUDA, splitting up the rendering pipeline can happen in the following way:. GPU1 - Renders Deferred Lights and Shadows.