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Voxelium | Attila T. Áfra's blog about pixels, voxels and threadsAttila T. Áfra's blog about pixels, voxels and threads (by Attila Áfra)
http://voxelium.wordpress.com/
Attila T. Áfra's blog about pixels, voxels and threads (by Attila Áfra)
http://voxelium.wordpress.com/
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Voxelium | Attila T. Áfra's blog about pixels, voxels and threads | voxelium.wordpress.com Reviews
https://voxelium.wordpress.com
Attila T. Áfra's blog about pixels, voxels and threads (by Attila Áfra)
Doboz: compression library with very fast decompression | Voxelium
https://voxelium.wordpress.com/2011/03/19/doboz-compression-library-with-very-fast-decompression
Attila T. Áfra's blog about pixels, voxels and threads. Doboz: compression library with very fast decompression. Another side project of mine is Doboz. Hungarian for ‘box’), a small LZ-based data compression library written in C with very high decompression speed and close to zlib compression ratio. The decompression speed is typically between 700-1200 MB/s. On an Intel Core i7-620M processor. However, compression is quite slow: about 2-3 MB/s. Both compression and decompression are memory safe. I took m...
Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing | Voxelium
https://voxelium.wordpress.com/2013/11/21/stackless-multi-bvh-traversal-for-cpu-mic-and-gpu-ray-tracing
Attila T. Áfra's blog about pixels, voxels and threads. Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing. Leave a comment ». Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing. Attila T. Áfra and László Szirmay-Kalos. Computer Graphics Forum 33(1), February 2014. Definitive version): available at wileyonlinelibrary.com. And diglib.eg.org. If you have any questions, feel free to contact. Written by Attila Áfra. November 21, 2013 at 3:11 pm. Leave a Reply Cancel reply. 2-6x faster...
Massive model ray tracing using an SSD | Voxelium
https://voxelium.wordpress.com/2012/08/31/massive-model-ray-tracing-using-an-ssd
Attila T. Áfra's blog about pixels, voxels and threads. Massive model ray tracing using an SSD. SSDs are simply amazing. They can make a huge difference in certain cases. One of these is massive model rendering. VoxLOD, my out-of-core ray tracer, streams data from an SSD more than 8x faster than from two 7200 RPM HDDs in RAID! It runs pretty well with the HDDs too, but you can easily see some streaming artifacts if you move too fast (see the original video for the paper. Written by Attila Áfra. You are c...
August | 2013 | Voxelium
https://voxelium.wordpress.com/2013/08
Attila T. Áfra's blog about pixels, voxels and threads. Archive for August 2013. Faster Incoherent Ray Traversal Using 8-Wide AVX Instructions. Leave a comment ». Faster Incoherent Ray Traversal Using 8-Wide AVX Instructions. Attila T. Áfra. Any feedback is welcome! Written by Attila Áfra. August 14, 2013 at 5:27 pm. We've released Embree 2.11! 2-6x faster high-quality BVH builder, 1.3-2x faster coherent ray stream intersection: github.com/embree/embree/. RT @ cyrille favreau. Htt 3 weeks ago.
Faster Incoherent Ray Traversal Using 8-Wide AVX Instructions | Voxelium
https://voxelium.wordpress.com/2013/08/14/faster-incoherent-ray-traversal-using-8-wide-avx-instructions
Attila T. Áfra's blog about pixels, voxels and threads. Faster Incoherent Ray Traversal Using 8-Wide AVX Instructions. Leave a comment ». Faster Incoherent Ray Traversal Using 8-Wide AVX Instructions. Attila T. Áfra. Any feedback is welcome! Written by Attila Áfra. August 14, 2013 at 5:27 pm. Laquo; Massive model ray tracing using an SSD. Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing. Leave a Reply Cancel reply. Enter your comment here. Address never made public). RT @ cyrille favreau.
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Another Indoor Test Level | Merlin3d
https://merlin3d.wordpress.com/2014/02/02/another-indoor-test-level
Skip to main content. Skip to primary sidebar. Skip to secondary sidebar. Game Engine Development Blog. Larr; Shadow Maps on Omnidirectional Lights. Yet Another Level Demo →. Another Indoor Test Level. I have done a quick video by request. Check it out.🙂. Posted on February 2, 2014, in demo video. And tagged game engine. Larr; Shadow Maps on Omnidirectional Lights. Yet Another Level Demo →. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Build...
Shadow Maps on Omnidirectional Lights | Merlin3d
https://merlin3d.wordpress.com/2013/01/29/shadow-maps-on-omnidirectional-lights
Skip to main content. Skip to primary sidebar. Skip to secondary sidebar. Game Engine Development Blog. Larr; Scripting is Fully Functional. Another Indoor Test Level →. Shadow Maps on Omnidirectional Lights. Theoretically, using six shadow mapped spot lights to piece up a shadow casting point light is not a big deal. Especially if the light geometry calculation for deferred lighting. Is correct. Well, in my engine, it was not the case.🙂. There was a hidden calculation error that resulted in a frustum.
Voxel Game Engine Development: Sparse Voxel Octree Raytracing based Occlusion Culling (Theory)
http://voxels.blogspot.com/2015/05/sparse-voxel-octree-raytracing-based.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 27. Mai 2015. Sparse Voxel Octree Raytracing based Occlusion Culling (Theory). To improve on this, here the proposal for a completely GPU based solution that uses octree raycasting to determine the visibility. The creation pipeline is as usual:. First, sculpting / creating of the mesh as hi-res, then creating LODs Normal maps using mesh simplification and transferring the details to a normal map. Branislav Sil...
Voxel Game Engine Development: Februar 2014
http://voxels.blogspot.com/2014_02_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Freitag, 28. Februar 2014. Tangent Space Normal Mapping without storing Tangents. After experimenting with the tangent space normal maps, it turned out that its possible to compute the tangent space in the vertex shader quite fast, which saves memory and bandwidth for rendering. Since the light computation is in camera space, tangent and co-tangent can be approximated as follows in the vertex shader:. After rewriting th...
Voxel Game Engine Development: Mai 2014
http://voxels.blogspot.com/2014_05_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. Dienstag, 13. Mai 2014. Quadric Mesh Simplification with Source Code. In the past days I have written a quadric based mesh simplification program. After searching the internet I couldnt find any code that was free to use, not unnecessarily bloated, fast and memory efficient, even the quadric based method is soon 20 years old. Progr...
Voxel Game Engine Development: Juli 2015
http://voxels.blogspot.com/2015_07_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...
Voxel Game Engine Development: Dezember 2013
http://voxels.blogspot.com/2013_12_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 10. Dezember 2013. Since a terrain will also be needed, I implemented a simple perlin noise terrain generator today. It will need more work before its useable along with the voxel raycasting. Freitag, 6. Dezember 2013. I tried to see whats possible in a short amount of time. Creating the environment below took 2 hours to create (blocks and a very simple level). Mittwoch, 4. Dezember 2013.
Voxel Game Engine Development: OpenGL Game GUI / Widgets with Source Code (C++)
http://voxels.blogspot.com/2015/07/opengl-game-gui-widgets-with-source.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100 fps for 100 windows on a Notebook PC. NVidia GTX 765 / Core i7 2.4). The source (MIT license) can be downloaded. 100,100,350,250);.
Voxel Game Engine Development: Oktober 2013
http://voxels.blogspot.com/2013_10_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 30. Oktober 2013. Update: Skybox and more octree levels added. Dienstag, 22. Oktober 2013. Block based level editing. First step for the level editor. Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code. Transvoxel based planet renderer. John Whigham's SVO Raytracer. Jeroen Baert's SVO Raytracer.
Voxel Game Engine Development: Voxel Engine Update - 18 Level Octree & Copy Paste in Action
http://voxels.blogspot.com/2014/05/voxel-engine-update-copy-paste-in-action.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. 22 Mai 2014 um 14:43. Do you mean the octree uses 18 bit per node? It seems an interesting topic. Can you give some details about the actual implementation of your voxel octree? 22 Mai 2014 um 18:47. Dariusz G. Jagielski. 26 Februar 2015 um 03:01. 11 März 2015 um 04:56. Abonnieren Kommentare zum Post (Atom).
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Voxelis | Messages musicaux pour l'accueil téléphonique: attente, répondeur des entreprises
Pour les réseaux multi sites. Pour les pros des Télécoms. Nos formules d'actualisation. Voxelis. Donnez de la voix à votre image. Mise à jour requise. Pour jouer des sons vous devez mettre à jour votre navigateur vers une version plus récente ou mettre à jour votre module Flash. Voxelis est spécialisé dans la communication sonore dédiée à l'accueil téléphonique des entreprises. Dynamisez votre accueil téléphonique. Une image pro et vivante pour accueillir, informer, annoncer un évènement. Attente et répo...
Voxel Island – The voxelist server
More fun than a bag full of trout. Connect at 40.117.228.158:27015 3. June 22, 2016. Due to a file corruption, tons of items were lost. We took this opportunity to change the map. Sorry for the oopsy-doopsy-whoopsy-doopsy. 3 -ViolentSpatula. May 15, 2016. May 17, 2016. Activation Emails are failing to send, but now you can register and log into your account through Steam! Donate skins to ViolentSpatula here! May 15, 2016. June 5, 2016. You know you want to. 3 Donate here! Vampire the admin abuser.
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Voxelium | Attila T. Áfra's blog about pixels, voxels and threads
Attila T. Áfra's blog about pixels, voxels and threads. Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing. Leave a comment ». Stackless Multi-BVH Traversal for CPU, MIC and GPU Ray Tracing. Attila T. Áfra and László Szirmay-Kalos. Computer Graphics Forum 33(1), February 2014. Definitive version): available at wileyonlinelibrary.com. And diglib.eg.org. If you have any questions, feel free to contact. Written by Attila Áfra. November 21, 2013 at 3:11 pm. Leave a comment ». Attila T. Áfra.
Voxelizator 3D - development blog | Global illumination, noise free renderer development blog.
Voxelizator 3D – development blog. Global illumination, noise free renderer development blog. Good times with weapons. December 20, 2008. It was hard time to upgrade for Vista and Visual Studio 2008, I had to recompile all the libraries (linker errors – there are some incompatibilities between VS2005 and VS2008 linker). I fixed method, make it accurate, finished writing and submitted PhD, now I am waiting for reviews. Oh I forgot to say, finally paper is accepted for conference! June 5, 2008. Some new im...
Voxelizer
Ideas, renders, experiments in 3D. Thursday, May 26, 2011. Oday I'm going to comment a small program that it's not fully related to raytrace, but is related to 3D. It has been some time since I have tried to represent the Markus-Lyapunov fractal. The 3D version extends the exponent computation one dimension. I have used CUDA and OpenGL to represent that. Thanks to CUDA it's possible do computation using the GPU, so, if you have a good video card, the computation will be quite fast. Float Xn=0.5f;. Int yy...
3D Printing software: Voxelizer for ZMoprh
Basic navigation and interface. Basic navigation and interface. WELCOME TO VOXELIZER WEBSITE. Voxelizer is a dedicated software package designed to drive ZMorph. And other RepRap-compatible printers. It’s been created to extend capabilities of widely available open-source software and to enable uses of such tools as 3d printers, CNC mills and various types of extruders (chocolate or ceramics for example). Convert models from STL files to voxel data. It can strenghten weakest parts of the model.
voxelizer
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