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Friendly patterns and algorithms | Discussion of algorithms for games, graphics and general engineeringDiscussion of algorithms for games, graphics and general engineering
http://palgorithm.co.uk/
Discussion of algorithms for games, graphics and general engineering
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Friendly patterns and algorithms | Discussion of algorithms for games, graphics and general engineering | palgorithm.co.uk Reviews
https://palgorithm.co.uk
Discussion of algorithms for games, graphics and general engineering
multi-core | Friendly patterns and algorithms
http://www.palgorithm.co.uk/tag/multi-core
Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...
coding | Friendly patterns and algorithms
http://www.palgorithm.co.uk/tag/coding
Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...
Haskell For Games! | Friendly patterns and algorithms
http://www.palgorithm.co.uk/2009/08/haskell-for-games
Friendly patterns and algorithms. 10 August, 2009. I've been head-down in a big stack of papers since around March this year. That was the point at which I first started to get excited about the idea of Haskell. Becoming a plausible language for use in games development. More recently I decided to start doing something about it and gave a talk to a group of dedicated Haskellers at AngloHaskell 2009. Functional Languages in Games: Plotting the Coup. I'm championing Haskell from the functional language pac...
haskell | Friendly patterns and algorithms
http://www.palgorithm.co.uk/category/haskell
Friendly patterns and algorithms. Why isn't Haskell popular in Industry? 30 May, 2010. This question was recently posed (and closed! The top voted reply is so good I thought I'd replicate it here! I'm afraid all I know of the original author is their "Orphi" posting name. It's tongue-in-cheek and broadly true, although I'd argue the details of a few points. I think it's interesting that it doesn't contain the main reason blocking me from using it on a daily basis. More on that in a moment. First, by #2, ...
DSL | Friendly patterns and algorithms
http://www.palgorithm.co.uk/tag/dsl
Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...
TOTAL PAGES IN THIS WEBSITE
20
repilogue: 01/01/2009 - 02/01/2009
http://repi.blogspot.com/2009_01_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Thursday, January 15, 2009. The parallelism shift and C 's memory model. Who now works at DICE. Wrote this great master thesis ( pdf. About programming for parallelism and the C /C 0x memory model. It is a great and exhaustive read of the topic at 134 pages. Recommended for programmers or researchers that are fully serious about parallelism and/or interested in the changes and improvements C 0x. Brings to the field. Terrai...
repilogue: 03/01/2011 - 04/01/2011
http://repi.blogspot.com/2011_03_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Thursday, March 10, 2011. Was good this year! More and better in-depth technical talks then last year and was a major event for us at DICE as we did a big showing of BF3 to the press. And had 5 talks about Battlefield 3 and Frostbite 2 topics at the conference. All the slides from the presentations are now up on http:/ publications.dice.se. DirectX 11 Rendering in Battlefield 3. Lighting you up in Battlefield 3. Correct co...
repilogue: Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012)
http://repi.blogspot.com/2012/07/gathering-feedback-5-major-challenges.html
Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...
repilogue: 04/01/2009 - 05/01/2009
http://repi.blogspot.com/2009_04_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Friday, April 10, 2009. GDC'09: Your Game Needs Direct3D 11, So Get Started Now! I was invited by AMD. Talk Your Game Needs Direct3D 11, So Get Started Now! To share some of our thoughts, goals and details about Direct3D 11 and our port of Frostbite to D3D11. AMD should have the slides up soon on their website together with their other GDC presentations. In the meantime, here is the slides for this talk embedded. I Get You...
repilogue: 05/01/2010 - 06/01/2010
http://repi.blogspot.com/2010_05_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Friday, May 28, 2010. STHLM Game Developer Forum talk. I held a talk at the new Stockholm Game Developer Forum. Mini-conference yesterday, did an updated version of my "Parallel Futures of a Game Engine" (v2.0). Quite a lot have happened within 6 months since the first version of the talk; such as us having released Battlefield: Bad Company 2 with great success. 5 million copies sold! Intel killed Larrabee as a discrete GPU.
repilogue: 11/01/2009 - 12/01/2009
http://repi.blogspot.com/2009_11_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Monday, November 16, 2009. AMD DX11 interview with yours truly. AMD did an interview with me about our work with Frostbite 2 and DirectX 11 which is now available online. On the AMD game website. The interview became longer than we expected, so the full interview in an easier to read PDF format is also available here. AMD was also nice enough to put up a small Frostbite info page. Nothing too fancy but good to have. It was...
repilogue: 08/01/2009 - 09/01/2009
http://repi.blogspot.com/2009_08_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Friday, August 14, 2009. Siggraph'09 - Parallel Graphics in Frostbite. This slides for my Siggraph'09 talk "Parallel Graphics in Frostbite - Current and Future". Can be found together with the rest of our Beyond Programmable Shading course. At this permanent course site. Parallel Graphics in Frostbite - Current and Future (Siggraph 2009). Here is the full resolution job graph picture:. Rounded boxes = PPU-jobs. Diary of a ...
repilogue: 07/01/2010 - 08/01/2010
http://repi.blogspot.com/2010_07_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Monday, July 5, 2010. DICE talk schedule for Siggraph'10. We have a record amount of DICE-related talks at Siggraph. This year, 6 of them to be precise! Stylized Rendering in Games course. Monday, 26 July):. Cartoon 3D for Battlefield Heroes - Henrik Halén. Style and Gameplay in Mirror's Edge - Henrik Halén. Advanced Techniques in Real-Time Hair Rendering and Simulation course. Wednesday, 28 July):. Thursday, 29 July):.
repilogue: 07/01/2012 - 08/01/2012
http://repi.blogspot.com/2012_07_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...
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Friendly patterns and algorithms | Discussion of algorithms for games, graphics and general engineering
Friendly patterns and algorithms. OpenCL - the compute intermediate language. 10 February, 2011. Provides for a wide variety of (primarily) CPU architectures. Even a year on, it remains such a simple idea that once stated it becomes a wonder that it still doesn't exist. The main change in conversation is that it has become clearer that this is actually the role OpenCL should attempt to fill. Why do we need a virtual ISA, and why not another language? A compute software stack. A change in the wind? Uses P...
Parallel Planning and Algorithms | Just another WordPress.com weblog
Parallel Planning and Algorithms. Just another WordPress.com weblog. September 2, 2007. Welcome to WordPress.com. This is your first post. Edit or delete it and start blogging! Create a free website or blog at WordPress.com.
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