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GPU computing | oscarbg.blogspot.com Reviews

https://oscarbg.blogspot.com

Stay up to date in OpenCL, DirectCompute, CUDA, CAL and OpenGL information

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blog.icare3d.org blog.icare3d.org

Icare3D Blog: GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination"

http://blog.icare3d.org/2012/05/gtc-2012-talk-octree-based-sparse.html

Research, Computer Graphics and GPU. GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination". May 18, 2012. This week I gave a talk at the NVIDIA GPU Technology Conference. About a fast sparse voxelization technique that I worked on at NVIDIA in the context of my real-time global illumination approach. Using voxel cone-tracing inside a sparse voxel octree). Slides: (PPTX, 50MB). Video (if you want to enjoy my french accent): http:/ www.gputechconf.com/. May 18, 2012 at 6:45 PM.

blog.icare3d.org blog.icare3d.org

Icare3D Blog: Season of next-gen game engines

http://blog.icare3d.org/2011/03/season-of-next-gen-game-engines.html

Research, Computer Graphics and GPU. Season of next-gen game engines. Mar 10, 2011. This is the season of the new game engines : Dice Frostbite 2, Crytek CryEngine 3 and Epic Unreal Engine 3! 0 Comments for "Season of next-gen game engines". Subscribe to: Post Comments (Atom). I am a research scientist at NVIDIA Research. I got my Ph.D degree in computer graphics from Grenoble University @INRIA, France. View my complete profile. GDC 2011 Technical Presentations. Season of next-gen game engines.

blog.icare3d.org blog.icare3d.org

Icare3D Blog: GDC 2011 Technical Presentations

http://blog.icare3d.org/2011/03/gdc-2011-technical-presentations.html

Research, Computer Graphics and GPU. GDC 2011 Technical Presentations. Mar 10, 2011. GDC 2011 is over now and presentations start to appear on-line :-). DICE: http:/ publications.dice.se/. NVIDIA: http:/ www.nvidia.com/object/gdc2011.html. AMD: http:/ developer.amd.com/documentation/presentations/Pages/default.aspx#GDC. INTEL: http:/ software.intel.com/en-us/articles/intelgdc2011/. Khronos on OpenGL: http:/ www.khronos.org/library/detail/2011-gdc-opengl. 3 Comments for "GDC 2011 Technical Presentations".

blog.icare3d.org blog.icare3d.org

Icare3D Blog: OpenGL 4.2 specification released

http://blog.icare3d.org/2011/08/opengl-42-specification-released.html

Research, Computer Graphics and GPU. OpenGL 4.2 specification released. Aug 8, 2011. Specifications can be found in the GL registry: http:/ www.opengl.org/registry/. NVIDIA drivers already supporting it as well as new ARB extensions can be found there: http:/ developer.nvidia.com/opengl-driver. A full and very good review can be found on G-Truc Creation. Http:/ www.g-truc.net/post-0414.html. Among interesting things, the shader atomic counters. The integration of shader image load store. Ke-Sen Huang's c...

blog.icare3d.org blog.icare3d.org

Icare3D Blog: Unreal Engine 4 : real-time GI using voxel cone-tracing !

http://blog.icare3d.org/2012/06/unreal-engine-4-demo-with-real-time-gi.html

Research, Computer Graphics and GPU. Unreal Engine 4 : real-time GI using voxel cone-tracing! Jun 8, 2012. EPIC games just released two impressive videos presenting their new UE4 game engine. Featuring real-time global illumination that supports diffuse and specular bounces on dynamic scenes. According to this interview of Tim Sweeney. Their technique is called SVOGI (Sparse Voxel Octree Global Illumination) and. it is based on the voxel cone-tracing. Technique we published last year at Pacific Graphics!

blog.icare3d.org blog.icare3d.org

Icare3D Blog: "How the GPU works" @c0de517e

http://blog.icare3d.org/2010/11/how-gpu-works-c0de517e.html

Research, Computer Graphics and GPU. How the GPU works" @c0de517e. Nov 24, 2010. I rediscovered a very good in-depth explanation on how GPU works published in 2008 on c0de517e blog:. 0 Comments for " How the GPU works" @c0de517e". Subscribe to: Post Comments (Atom). I am a research scientist at NVIDIA Research. I got my Ph.D degree in computer graphics from Grenoble University @INRIA, France. This is my personal blog and what I publish here does not necessarily represent the opinions of my employer!

blog.icare3d.org blog.icare3d.org

Icare3D Blog: Real-Time Shadows Book

http://blog.icare3d.org/2011/09/real-time-shadows-book.html

Research, Computer Graphics and GPU. Sep 30, 2011. Just a quick post to recommend you the great book "Real-time shadows" that details, explore and greatly explain a large number of relevant techniques for real-time shadow rendering, which we all know must be one of the most prolific field in computer graphics! In addition, this book is written by 4 leading experts of the field: Elmar Eisemann, Michael Schwarz, Ulf Assarsson and Michael Wimmer. For me, it is now THE reference on shadows rendering!

blog.icare3d.org blog.icare3d.org

Icare3D Blog: Interview on 3DVF

http://blog.icare3d.org/2011/12/interview-on-3dvf.html

Research, Computer Graphics and GPU. Dec 2, 2011. I gave an interview to 3DVF, a great French community website dedicated to image synthesis, and numerical creation in general. The interview is mainly centered around our voxel-based GI approach, as well as my former INRIA research team and computer graphics research in France. The interview be read here. 0 Comments for "Interview on 3DVF". Subscribe to: Post Comments (Atom). I am a research scientist at NVIDIA Research. View my complete profile.

blog.icare3d.org blog.icare3d.org

Icare3D Blog: The vicious circle of generalization @AltDevBlogADay

http://blog.icare3d.org/2011/04/vicious-circle-of-generalization.html

Research, Computer Graphics and GPU. The vicious circle of generalization @AltDevBlogADay. Apr 5, 2011. This can be described as vicious circle of generalization:. We want the code to be as generalized as possible. We design everything future-proof and extendible. When a feature request arrives, we’re doomed. We need to change a lot of code. Because everything was designed as generalized as possible. 0 Comments for "The vicious circle of generalization @AltDevBlogADay". Subscribe to: Post Comments (Atom).

steckdenis.wordpress.com steckdenis.wordpress.com

Documentation online | Steckdenis' developer blog

https://steckdenis.wordpress.com/2011/08/19/documentation-online

Steckdenis' developer blog. Development news and thoughts. August 19, 2011. I’m currently writing the documentation of Clover, and although it is not finished yet and maybe full of spelling mistakes, it’s already online here. For the ones wanting to already read it. The link to this documentation has also been added in the side bar. It will be updated every day or so to match the Doxygen doc in Git. This entry was posted on Friday, August 19th, 2011 at 22:07 and posted in Clover. The End is Approaching.

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oscarbett.com - This domain may be for sale!

Find the best information and most relevant links on all topics related to oscarbett.com. This domain may be for sale!

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Oscar Bettison - Composer

Find Oscar Bettison on Twitter. Find Oscar Bettison on Facebook. Find Oscar Bettison on google. Find Oscar Bettison on Soundcloud. Unauthorized reproduction, use, or distribution of audio files, text, musical scores (in any format), documents, or other media featured on this site is prohibited. This website is funded in large part through the support of the Faculty Development Grant at the Peabody Institute of the Johns Hopkins University. Site by ycArt design studio.

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Oscar Bezi

Rumor has it that I make stuff. Things I am not. A nerd (I swear). I'm weirdly obsessed with cats, hackathons, and boats. More relevantly, I'm also fond of vim, C , and Node.js. You can check out what I've done on my GitHub. Or if you want you can read my résumé. If you have any questions you should email. My enemies have accused me of using emacs. I assure you, these slanderous attacks against me are baseless and irresponsible.

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sonata | Just another WordPress.com site

Just another WordPress.com site. De donde viene el ROCK! Bull;septiembre 23, 2010 • 2 comentarios. Es un género musical. Contemporáneo encaminado a englobar cada uno de los diversos géneros musicales derivados del rock and roll. Suele interpretarse, entre otros muchos instrumentos que ocasionalmente se adicionan, con guitarra. Y ocasionalmente, instrumentos de teclado como el órgano. La música rock tiene sus raíces en la era del rock and roll. Para crear el blues rock. Y el metal cristiano. Crea un blog ...

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GPU computing

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Oscar Bianchi — Home

From a very refined harmonic ear, Bianchi has the very modern ability to dramatise musical forms through mastery of texture, in its thousand details. "(Jean-Luc Plouvier, ICTUS ensemble). For ensemble and audience. String quartet no. 2. For countertenor and ensemble. THANKS TO MY EYES. Opera in one act on a libretto by Joël Pommerat. Cantata for vocal ensemble, instrumental ensemble, trio concertante and electronics. For Paetzold contrabass recorder and electronics. String quartet no 1. March 16th, 2019.

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Oscar Biancon | … prevenire è meglio che curare

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Oscar Biblarz -- Propulsion, Dimensional Analysis, Thermodynamics

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