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What your mother never told you about graphics development

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, September 11, 2010. Long time no see, everyone. First of all, the blog has been moved. The new blog address is http:/ zeuxcg.org. And the new feed address is http:/ zeuxcg.org/feed. Please, update your bookmarks! This is the last post at this site (zeuxcg.blogspot.com), all new posts will appear at the new address. Posted by Arseny Kapoulkine. Links to this post. This is a tin...

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What your mother never told you about graphics development | zeuxcg.blogspot.com Reviews
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What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, September 11, 2010. Long time no see, everyone. First of all, the blog has been moved. The new blog address is http:/ zeuxcg.org. And the new feed address is http:/ zeuxcg.org/feed. Please, update your bookmarks! This is the last post at this site (zeuxcg.blogspot.com), all new posts will appear at the new address. Posted by Arseny Kapoulkine. Links to this post. This is a tin...
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What your mother never told you about graphics development | zeuxcg.blogspot.com Reviews

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What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, September 11, 2010. Long time no see, everyone. First of all, the blog has been moved. The new blog address is http:/ zeuxcg.org. And the new feed address is http:/ zeuxcg.org/feed. Please, update your bookmarks! This is the last post at this site (zeuxcg.blogspot.com), all new posts will appear at the new address. Posted by Arseny Kapoulkine. Links to this post. This is a tin...

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What your mother never told you about graphics development: January 2009

http://zeuxcg.blogspot.com/2009_01_01_archive.html

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, January 31, 2009. View frustum culling optimization - Introduction. Here I come again, back from almost a year long silence – and for some weird reason a visitor counter shows that people are still reading my blog! So, let's get started! Frustum is defined by a 4x4 matrix, though obviously we're free to convert it to any other representation we like. Aabb t* aabb, struct.

2

What your mother never told you about graphics development: March 2008

http://zeuxcg.blogspot.com/2008_03_01_archive.html

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Wednesday, March 12, 2008. Time's running fast. Two weeks has passed since my post about COLLADA, and I've found a killer bug in FCollada TBN generation code. And after three years of Feeling Software's Collada plugins, there is a bug in TBN generation code. You can read the full details here: http:/ sourceforge.net/forum/forum.php? And suddenly I can't post a bug report on Feeling Soft...

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What your mother never told you about graphics development: February 2008

http://zeuxcg.blogspot.com/2008_02_01_archive.html

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Sunday, February 24, 2008. COLLADA: Best thing since sliced bread or not? So, uh, the “post in a week” idea did not quite work. Sorry about that. It’s quite different. So the switch has been made (it did not take half a year, it’s just that I’m writing about it only now), and I’m going to share some experience gained throughout the process. What is COLLADA exactly? It is an additional l...

4

What your mother never told you about graphics development: Render state rant

http://zeuxcg.blogspot.com/2007/10/render-state-rant.html

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, October 6, 2007. Today we’ll talk about render state management in D3D10 a little. While designing D3D10, a number of decisions were made to improve runtime efficiency (to reduce batch cost, basically). It’s no secret that D3D9 runtime is not exactly lean and mean – there is a lot of magic going on behind the scenes, a lot of validation, caching, patching…. Sounds cool, right?

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What your mother never told you about graphics development: Reset and reload

http://zeuxcg.blogspot.com/2010/09/reset-and-reload.html

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, September 11, 2010. Long time no see, everyone. First of all, the blog has been moved. The new blog address is http:/ zeuxcg.org. And the new feed address is http:/ zeuxcg.org/feed. Please, update your bookmarks! This is the last post at this site (zeuxcg.blogspot.com), all new posts will appear at the new address. Posted by Arseny Kapoulkine. Subscribe to: Post Comments (Atom).

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Access Violation: Deferred Shading, AA, alpha blending. DirectX 9

http://null-ptr.blogspot.com/2009/01/deferred-shading-aa-alpha-blending-demo.html

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

3d-orange.blogspot.com 3d-orange.blogspot.com

Orange Graphix: февраля 2011

http://3d-orange.blogspot.com/2011_02_01_archive.html

Пятница, 25 февраля 2011 г. Обновление прошивки Nexus ONE до версии Android 2.3.3. Наконец-то Google сжалился над владельцами Google Nexus ONE и начал выкатывать OTA Update до версии Android 2.3.3. Обновлению так же подлежит и второй гуглофон - Nexus S. Как всегда есть вариант для особо нетерпеливых (как я) - прошиться вручную. Для этого нужно скачать обновление прошивки с сайта Гугла. И прошиться следуя моей инструкции. Если обновление отказывается ставиться и пишет следующую ошибку (так было у меня):.

3d-orange.blogspot.com 3d-orange.blogspot.com

Orange Graphix: июля 2010

http://3d-orange.blogspot.com/2010_07_01_archive.html

Пятница, 16 июля 2010 г. Сегодня утром у меня на рабочем месте, прямо на Mac Mini появился маленький сосед - игрушечный Android из Google HTC Andrew Bell Collection. Дружелюбно улыбаясь и махая ручонкой он будет помогать мне в написании кода без глюков. ЗЫ За игрушку спасибо EBay.com и китайскому продавцу :). ЗЫЫ Запостил на хабре - http:/ habrahabr.ru/blogs/humour/99269/. Понедельник, 5 июля 2010 г. GPU Pro source code. Пока я ищу способ подешевле завладеть замечательной книгой GPU Pro. В блоге Nexus ONE.

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... - Zeux's journal

http://zeux.livejournal.com/51081.html

Mar 5th, 2009 11:02 pm. David Arkenstone - The Temple of Poseidon. Навеяно чьим-то блогом) Я умею не программировать на С . Более того, скоро я кажется разучусь программировать на С - по крайней мере, на содержимое периодически возникающих в моем списке recommended в google reader С -related блогов мне без отвращения/содрогания смотреть часто непросто, пару лет назад я все воспринимал несколько иначе. Еще вот в тот, другой блог. 2009-03-05 08:49 pm (UTC). 2009-03-05 09:04 pm (UTC). Дык, я и публикую - пр...

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Shader-Art Contest?

http://whatdreamswaycome.blogspot.com/2009/06/shader-art-contest.html

What Dreams Way Come. Tuesday, June 30, 2009. It's here http:/ www.gamedev.ru/code/forum/? Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Particle System (captured video). Diary of a Graphics Programmer. Realtimecollisiondetection.net - the blog. What your mother never told you about graphics development. Программирование — это просто! Using with google analytics.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: First Demo

http://whatdreamswaycome.blogspot.com/2009/12/first-demo_23.html

What Dreams Way Come. Wednesday, December 23, 2009. Reference deleted. Now I'm doing a larger-scale demo. Small technical demo but great performance! 24-29 fps with a small quadro FX 570. Strange character self shadowing (sometimes) but definitively very impressive! January 4, 2010 at 10:55 AM. January 4, 2010 at 11:40 AM. Render is more optimized already, has become even faster. I will try in the near future to lay out a more comprehensive demo with bug fixes. Все к этому идет. January 5, 2010 at 9:13 PM.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Screen-space global illumination

http://whatdreamswaycome.blogspot.com/2009/08/screen-space-global-illumination.html

What Dreams Way Come. Friday, August 21, 2009. Продолжается разработка Realtime Global Illumination, вот неcколько скриншотов, некоторые идеи взяты отсюда http:/ diaryofagraphicsprogrammer.blogspot.com/2008/06/screen-space-global-illumination.html. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Diary of a Graphics Programmer. Программирование — это просто!

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Editor overview: MaterialEditor updates

http://whatdreamswaycome.blogspot.com/2010/02/editor-overview-material-editor-updates.html

What Dreams Way Come. Sunday, February 28, 2010. Editor overview: MaterialEditor updates. Post about MaterialEditor: http:/ whatdreamswaycome.blogspot.com/2010/01/editor-overview-nodes-based.html. 1 Built-in CurvesEditor to flexible control shader input - Float and the Float4 variables. 2 Added Diffuseness, Ambient, LightingMask material inputs. 3 Added new properties to material. 4 Original appearance is a bit changed. 5 Material expressions can change a size. 7 Arrow heads to the connections lines.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Editor overview: SoundMix Editor

http://whatdreamswaycome.blogspot.com/2010/04/editor-overview-soundmix-editor.html

What Dreams Way Come. Friday, April 16, 2010. Editor overview: SoundMix Editor. The SoundMixEditor is a visual editor for mixing sounds and effects. Many nodes for sound tree modification. Controlled nodes from script and database. Напишу еще рас =):. Все супер, но чего на гемдеве пост не обновляешь? July 13, 2010 at 12:35 AM. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB.

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What your mother never told you about graphics development

What your mother never told you about graphics development. Thoughts about current state of realtime computer graphics. Saturday, September 11, 2010. Long time no see, everyone. First of all, the blog has been moved. The new blog address is http:/ zeuxcg.org. And the new feed address is http:/ zeuxcg.org/feed. Please, update your bookmarks! This is the last post at this site (zeuxcg.blogspot.com), all new posts will appear at the new address. Posted by Arseny Kapoulkine. Links to this post. This is a tin...

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Bits, pixels, cycles and more. Arseny Kapoulkine ( email. Work, projects and publications. If you like this blog, you should follow it via RSS. And read older posts. Here are the recent posts:. A queue of page faults. Z7: Everything old is new again. Lua callstack with C debugger. Source code: Implementing Direct3D for fun and profit. My name is Arseny Kapoulkine and this is my blog where I write about computer graphics, optimization, programming languages and related topics. Im the author of pugixml.

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