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Category Archives: Graphics
Some things to remember when you make an interview
Dot product is a value expressing the angular relationship between two vectors Cross product is an operation on two vectors. The cross product of two vectors produces a third vector which is perpendicular to the plane in which the first … Continue reading
Posted in Game Industry, Graphics, Programming
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Efficient Sparse Voxel Octrees
Hace ya años que se lleva experimentando con el uso de voxels, sobre todo para renderizar contenidos líquidos, donde el voxel es el rey. ZBrush es con voxels, iD tech 5 no, pero anunciaron que tienen ya avanzado el uso … Continue reading
Posted in Graphics, Programming, Video Games
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Obj-C FPS counter and dt time for iPhone
// FPS static CFTimeInterval lastTime = CFAbsoluteTimeGetCurrent(); CFTimeInterval beginTime = CFAbsoluteTimeGetCurrent(); CFTimeInterval dt = beginTime – lastTime; static uint FPS = 0; static CFTimeInterval accum = 0; if ( accum >= 1.0 ) { NSLog(@”%d”, FPS); accum = 0.0; FPS … Continue reading
Posted in Graphics, iPad, iPhone, iPod, Programming
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OpenGL 3.3 & 4.0
El grupo Khronos y el OpenGL ARB han publicado en el GDC 2010 de San Francisco las especificaciones de OpenGL 3.3 , GLSL 3.3, OpenGL 4.0 and GLSL 4.0. ¿Por qué 2 specs al mismo tiempo? OpenGL 3.3 puede ser desarrollada con las … Continue reading
Posted in Graphics, Hardware, Programming
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ModelViewer, Deferred Rendering pipeline
Ups, I have no uploaded this video… No Siesta Studios Viewer with a demo model big dady 2. It video show my Deferred Rendering pipeline. Video:- Only Diffuse map- Normal Mapping- Deferred Rendering: Geometry Stage; albedo, normals, SSAO and specular … Continue reading
Posted in Graphics, Programming, Video Games
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Aspect Ratio and Context Menu
Hi there! now I have assigned 1.3 aspect ratio and created context menu for to select easily between effects. Shortcut is available with function keys too, F1-F10. This is the end of the first lite version using glut. Is a … Continue reading
Deferred Rendering and Normal Mapping
To do normal mapping in Deferred Rendering is little dificult because you need to store in G-buffer tangent and binormal if you want, but it is easy to calculate. Or you can calculate TBN matrix per pixel with your 2D … Continue reading
Specular RGB and Edge Detect AA
Hi all! A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing: Look, blue in metal and red in crystal… painted by Prompt Blog this! Bookmark on Delicious Digg this … Continue reading
Adjusting SSAO
I’m adjusting the params of my SSAO shaders. I’m trying to have more darkness in occlusion zones and more clean the others fragments. So adjusting selective fragments I have more performance. Blog this! Bookmark on Delicious Digg this post Recommend … Continue reading
Deferred Lighting + specular map – normal map
Hi all! Today I’m testing new map, specular map in RGB (this is only white) with BigDady 2 model, see the crystal in the “face”: Well now, the rendering process in screenshots, read more! Blog this! Bookmark on Delicious Digg … Continue reading