Hobbit at 48Hz and Stereo
I strongly suggest before you read my opinions, watch the film first and render your own thoughts...First on the 3DThe far distance is only as far as you sit away from the screen. So I sit in the very...
View ArticleNew Parallel Sorting Idea?
Edit: this is unfinished because it won't be very useful. For small arrays the time to do two block sorts is likely allready as expensive as merge sorting all the keys. And the global communication...
View ArticleOpenGL Compute Merge Sort Progress
Been quite distracted for a few days. Did manage to throw something together for OpenGL Compute Merge Sort. Sorting 3840 keys per block, I'm at around 1.3B to 1.7B 32-bit keys/sec on 560 ti (depending...
View ArticlePractical Non-Atomic CPU/GPU Communication
Abusing GL_STREAM_DRAW as pinned memory on NVIDIA (or GL_AMD_pinned_memory on AMD) can be a great tool for reducing latency. I'm currently using this kind of system to send object updates to the GPU. A...
View ArticleMulti-view Ambient Occlusion with Importance Sampling
Multi-view Ambient Occlusion with Importance Sampling
View ArticleToward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
View ArticleNVIDIA CES 2013 Special Event Live Feed Links
http://www.nvidia.com/object /ces2013.htmlhttp://www.twitch.tv/nvidia
View ArticleMy Take on NVIDIA's Project SHIELD
The way I look at NVIDIA's Project SHIELD is that it clearly is not a console, it's more of a remote PC video terminal game controller with good audio that lets you easily play PC games without being...
View ArticleKotaku - Report: Valveās Steam PC Getting 2013 Reveal, Runs On Linux
Kotaku - Report: Valveās Steam PC Getting 2013 Reveal, Runs On LinuxIf this happens, and I like the GPU, I'm definitely building for this platform! As someone developing a game on Linux first and later...
View ArticleRun-time Binary Reload Detailed
I've adopted a fast iterative way to develop using hot swap of the game's compiled code at run-time. Some have asked for details, so here is a lot more than you want to know...EDIT: Martin Scheffler...
View ArticleDone with Picasa, Using Minus
I'm using Minus from now on because they serve back the original file (done with Picasa's horrible re-compression BS).
View ArticleUnderstand the Speed of Light of Game Input Latency
----BACKGROUND----PC CRTsAfter the graphics card finishes rendering the frame, the graphics card scans out the frame, and during scan out the display is physically displaying the frame. This was the...
View ArticleSebbbi's B3D Post on Memory Bandwidth
Sebbbi's B3D post on memory bandwidth is a great read.
View ArticlePulled a Post
I just pulled the console speculation post based on Eurogamer rumors because too many people were taking it out of context.
View ArticleVirtual Texture Space Shading + Multi-bounce IBL + More
Virtual texture space shading could provide an interesting solution to a few core problems.For anti-aliasing, shading at fixed object-space texels provides more temporally stable shading on surfaces....
View ArticleSteam for Linux Released + Sale of Games
http://steamcommunity.com/linuxhttp://store.steampowered.com/sale/linux_releaseSome great games in there: Bastion, Trine 2, Team Fortress 2...
View ArticleLinear Lighting Food for Thought
I'm going to start with some reference material here, then later get to how this relates to physically based shading in games. If you are a photographer and you start with un-edited raw captures from...
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