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XSolver's Blog

Tuesday, May 7, 2013. During the past few weeks I've been trying to write a new tracer. After careful consideration I choose to implement a progressive photon mapping integrator within my own architecture, which I simplified and customized based on the one in PRBT book. Right now I have only a simple scene to show the result of the integrator, later I'll focus more on the other part of the tracer (bsdf, weighting system, sampling, performance etc). Here's a comparison image of the PPM integrator. We coll...

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XSolver's Blog | xingdu.blogspot.com Reviews
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Tuesday, May 7, 2013. During the past few weeks I've been trying to write a new tracer. After careful consideration I choose to implement a progressive photon mapping integrator within my own architecture, which I simplified and customized based on the one in PRBT book. Right now I have only a simple scene to show the result of the integrator, later I'll focus more on the other part of the tracer (bsdf, weighting system, sampling, performance etc). Here's a comparison image of the PPM integrator. We coll...
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XSolver's Blog | xingdu.blogspot.com Reviews

https://xingdu.blogspot.com

Tuesday, May 7, 2013. During the past few weeks I've been trying to write a new tracer. After careful consideration I choose to implement a progressive photon mapping integrator within my own architecture, which I simplified and customized based on the one in PRBT book. Right now I have only a simple scene to show the result of the integrator, later I'll focus more on the other part of the tracer (bsdf, weighting system, sampling, performance etc). Here's a comparison image of the PPM integrator. We coll...

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1

XSolver's Blog: September 2012

http://xingdu.blogspot.com/2012_09_01_archive.html

Friday, September 28, 2012. Level set vs Color field. For the mesh extraction part of particle based fluid simulation, you have to create a surface field before actually execute the mesh extraction function(e.g. marching cube). And generally there're two ways of doing this: level set and color field. For level set, the idea is to splat each particle to the region it belongs to, and in terms of different values assigned to a certain sample point, min operator could be employed to get the exact data. The o...

2

XSolver's Blog: May 2013

http://xingdu.blogspot.com/2013_05_01_archive.html

Tuesday, May 7, 2013. During the past few weeks I've been trying to write a new tracer. After careful consideration I choose to implement a progressive photon mapping integrator within my own architecture, which I simplified and customized based on the one in PRBT book. Right now I have only a simple scene to show the result of the integrator, later I'll focus more on the other part of the tracer (bsdf, weighting system, sampling, performance etc). Here's a comparison image of the PPM integrator.

3

XSolver's Blog: November 2012

http://xingdu.blogspot.com/2012_11_01_archive.html

Saturday, November 3, 2012. Fluid mechanics: continuity equation. In order to overcome the problem in FLIP solver, I looked into fluid mechanics. It turns out the condition for incompressibility is not correct, or to say, based on an incorrect assumption. For continuous fluid, the governing equation is called Continuity Equation. One big problem associated with adding this term to the confinement is, we'll have to deal with both time derivative and spacial gradient in the Eulerian grid. The grid based so...

4

XSolver's Blog: May 2012

http://xingdu.blogspot.com/2012_05_01_archive.html

Sunday, May 20, 2012. Path tracing algorithm is extremely suitable for GPU implementation. So I made a GPU path tracer using C and CUDA. The whole process is tracked in another blog of mine here: http:/ xingdugpu.blogspot.com/. And the final result is the first post. Here's a demo showing the result of the simple GPU ray tracer. Yet, the refraction is not correct. Not only because I used a low max depth, but also because no fresnel reflection is included. To make it right, fresnel reflection is a...Paper...

5

XSolver's Blog: the game: Penguin Planet

http://xingdu.blogspot.com/2013/02/penguin-planet-demo.html

Thursday, February 14, 2013. The game: Penguin Planet. Last semester (Fall 2012) I took the CIS 568: Game Design Practicum, and I'm working with Nop. For a game in Unity3D. We both love arcade games, so made a game called "Penguin Planet", which is similar to the arcade game "Fill It". We collaborated to design all the aspects of this game, and lots of technologies are involved in this game in order to implement all the features included. We like it a lot and we're proud of it. Here's a demo for our game:.

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Virtual Globe and Terrain Rendering: July 2012

http://blog.virtualglobebook.com/2012_07_01_archive.html

Tuesday, July 24, 2012. Our new book, OpenGL Insights. Will be available at SIGGRAPH. And shipping from Amazon. And elsewhere early August. And I served as editors, and worked with 52 authors and 17 technical reviewers from the OpenGL, OpenGL ES, and WebGL communities to create 44 chapters and 712 pages on rendering techniques, performance, debugging, profiling, software design, teaching, and other topics. The OpenGL Insights website. Is now up. It contains:. By Cyril Crassin and Simon Green. Big thanks ...

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Virtual Globe and Terrain Rendering: Reflections on Teaching GPU Programming and Architecture: Take II

http://blog.virtualglobebook.com/2012/07/reflections-on-teaching-gpu-programming.html

Monday, July 2, 2012. Reflections on Teaching GPU Programming and Architecture: Take II. I recently wrapped up teaching CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. The first time I taught it, I wrote a reflections post. On my lessons learned. Here are my reflections on my second time through. But first a brief course history. This course was first offered in 2005. And focused on Cg for GPGPU. In 2007, Gary Katz. This past semester some things went well, and others did not.

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XSolver's Blog

Tuesday, May 7, 2013. During the past few weeks I've been trying to write a new tracer. After careful consideration I choose to implement a progressive photon mapping integrator within my own architecture, which I simplified and customized based on the one in PRBT book. Right now I have only a simple scene to show the result of the integrator, later I'll focus more on the other part of the tracer (bsdf, weighting system, sampling, performance etc). Here's a comparison image of the PPM integrator. We coll...

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