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polygonalhell.blogspot.com

PolygonalHell

Musing on Software Engineering, Graphics, Games and plain old Programming.

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PolygonalHell | polygonalhell.blogspot.com Reviews

https://polygonalhell.blogspot.com

Musing on Software Engineering, Graphics, Games and plain old Programming.

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pixelstoomany.wordpress.com pixelstoomany.wordpress.com

Another day, another HDR rendering trick and some hope for the future. | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). Another day, another HDR rendering trick and some hope for the future. July 5, 2008 — Marco Salvi. Today I’m going to talk about an idea I came up with in Boston, at Siggraph 2006, while attending a couple of very inspiring lectures. That’s another story though.). Moreover their method execute...

pixelstoomany.wordpress.com pixelstoomany.wordpress.com

April | 2009 | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2009/04

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). Michael Abrash’s First Look at the Larrabee New Instructions (LRBni). April 1, 2009 — Marco Salvi. Dr Dobb’s just published the first of a new series of detailed articles related to Larrabee hardware and software architecture written by Michael Abrash. Proudly powered by WordPress. On A concep...

pixelstoomany.wordpress.com pixelstoomany.wordpress.com

A conceptually simple(r) way to derive exponential shadow maps + sample code | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2008/06/12/a-conceptually-simpler-way-to-derive-exponential-shadow-maps-sample-code

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). A conceptually simple(r) way to derive exponential shadow maps sample code. June 12, 2008 — Marco Salvi. There is no need to invoke Markov’s inequality, higher order moments or convolutions. In fact all we have to do is to write the basic percentage closer filtering. As we already know. Contro...

pixelstoomany.wordpress.com pixelstoomany.wordpress.com

A peek into the future of interactive computer graphics | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). A peek into the future of interactive computer graphics. October 6, 2008 — Marco Salvi. Ars Technica’s recently published interview. With game developer extraordinaire Tim Sweeney. Some) fixed function/not programmable hardware units will still make sense for the foreseeable future. Next gen c...

pixelstoomany.wordpress.com pixelstoomany.wordpress.com

Michael Abrash’s First Look at the Larrabee New Instructions (LRBni) | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2009/04/01/michael-abrashs-first-look-at-the-larrabee-new-instructions-lrbni

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). Michael Abrash’s First Look at the Larrabee New Instructions (LRBni). April 1, 2009 — Marco Salvi. Dr Dobb’s just published the first of a new series of detailed articles related to Larrabee hardware and software architecture written by Michael Abrash. April 9, 2009 at 4:41 am. Address never m...

pixelstoomany.wordpress.com pixelstoomany.wordpress.com

C++ implementation of Larrabee new instructions | Pixels, Too Many..

https://pixelstoomany.wordpress.com/2009/03/25/c-implementation-of-larrabee-new-instructions

Pixels, Too Many. Data Level Parallelism (1). Depth Bounds Test (1). Cascaded Shadow Maps (1). Exponential Shadow Maps (2). Parallel Split Shadow Maps (1). Percentage Closer Filtering (3). Variance Shadow Maps (1). C implementation of Larrabee new instructions. March 25, 2009 — Marco Salvi. This inl file provides a C -implementation of the Larrabee new instructions. It allows developers to experiment with developing Larrabee code without a Larrabee compiler and without Larrabee hardware. It does ...Proud...

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More options ▼. Subscribe to my blog. Tuesday, 06 September 2016 at 10:44 AM. Created: 04/02/2011 at 12:25 AM. Updated: 12/04/2018 at 2:39 PM. Bienvenue sur mon Blog, Mob de cours est mon monde, je vous remercie de votre visite. Bienvenido en mi Blog, Motos de Competicion son mi Mundo, Gracias por tu Visita. Willkommen auf meinem Blog,Rennmopeds sind meine Welt, Danke für Deinen Besuch. Welcome to my Blog , Race Mopeds are my World , Thank You for the Visite. You haven't logged in. You haven't logged in.

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My Top 10 Games of 2013. December 16, 2013. Caught me for a six hour marathon. I almost never play a game for that long unless I’ve got a deadline to hit. The art style is simple, the goals are simple, and the narrative is simple, but the design builds to an amazing crescendo, mirroring its titular, three-step process. It has a satisfying combination of depth and frenzied, reflex-based design. It’s also just damn fun. 8 The Wolf Among Us: Episode 1: Faith. I loved almost all of Telltale’s. Is, and I&#821...

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