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Sunday, July 5, 2009. GPU Geometry Clipmaps DX9 1.5 WIP. Here is a new DX9 version of GPU geometry clipmaps. It uses the new coordinate system from the DX10 version. Terrain is generated on CPU using Perlin's simplex noise and you can stream your own terrain. You can stream anything you need ( normals, textures, etc. ) the same way terrain is streamed. It also contains a few bug fixes. GPU Geometry Clipmaps DX9 1.5 WIP. Links to this post. Sunday, July 20, 2008. GPU Geometry Clipmaps DX10 wip. With all t...

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Sunday, July 5, 2009. GPU Geometry Clipmaps DX9 1.5 WIP. Here is a new DX9 version of GPU geometry clipmaps. It uses the new coordinate system from the DX10 version. Terrain is generated on CPU using Perlin's simplex noise and you can stream your own terrain. You can stream anything you need ( normals, textures, etc. ) the same way terrain is streamed. It also contains a few bug fixes. GPU Geometry Clipmaps DX9 1.5 WIP. Links to this post. Sunday, July 20, 2008. GPU Geometry Clipmaps DX10 wip. With all t...
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FilouGK | filougk.blogspot.com Reviews

https://filougk.blogspot.com

Sunday, July 5, 2009. GPU Geometry Clipmaps DX9 1.5 WIP. Here is a new DX9 version of GPU geometry clipmaps. It uses the new coordinate system from the DX10 version. Terrain is generated on CPU using Perlin's simplex noise and you can stream your own terrain. You can stream anything you need ( normals, textures, etc. ) the same way terrain is streamed. It also contains a few bug fixes. GPU Geometry Clipmaps DX9 1.5 WIP. Links to this post. Sunday, July 20, 2008. GPU Geometry Clipmaps DX10 wip. With all t...

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FilouGK: April 2007

http://filougk.blogspot.com/2007_04_01_archive.html

Monday, April 16, 2007. Working on NSE for fluid an cloud simulations based on chapter 38 of GPU Gems II. Really slow on CPU but looks amazing. Support buoyancy and vorticity, currently trying to port it to GPU. Links to this post. Sunday, April 8, 2007. First : 256x256 RGBA FP16, Second : 8x8 RGBA FP16. After reading Real-Time Atmospheric Effects in Games. Note : 6200 TC Pci Express and 6200 AGP don't have FP16 filter. Links to this post. Subscribe to: Posts (Atom). View my complete profile.

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FilouGK: GPU Geometry Clipmaps DX10 wip

http://filougk.blogspot.com/2008/07/gpu-geometry-clipmaps-dx10-wip.html

Sunday, July 20, 2008. GPU Geometry Clipmaps DX10 wip. It has been some months since I wanted to make a new GPUgc using DX10 features. Specially with the new instancing, texture arrays and new formats available. ( leaving geometry shader and instanced tesselation out of the equation until nvidia presentations at coming siggraph ). With all the new features of DX10, new problems appeared. Problems that bring questions, questions that need answers, answers that need to be found :). GPUgc Dx10 Wip source.

3

FilouGK: June 2007

http://filougk.blogspot.com/2007_06_01_archive.html

Sunday, June 10, 2007. GPU Geometry Clipmaps 1.1. A small release with few improvements and bug fix :. A update in the Z compression/ decompression process allow an higher Z Scale. Fix a bug in normal mapping by adding an offset of 0.5 / NormalSize. Support grids up to N = 1023 using 16 bits index. Use triangle lists instead of tristrip for Mx3 and MxM blocks for some FPS. Vertex buffer storage takes less than 1/12 of previous version. GPU Geometry Clipmaps Source 10.06.2007. Links to this post.

4

FilouGK: GPU Geometry Clipmaps 1.1

http://filougk.blogspot.com/2007/06/gpu-geometry-clipmaps-11.html

Sunday, June 10, 2007. GPU Geometry Clipmaps 1.1. A small release with few improvements and bug fix :. A update in the Z compression/ decompression process allow an higher Z Scale. Fix a bug in normal mapping by adding an offset of 0.5 / NormalSize. Support grids up to N = 1023 using 16 bits index. Use triangle lists instead of tristrip for Mx3 and MxM blocks for some FPS. Vertex buffer storage takes less than 1/12 of previous version. GPU Geometry Clipmaps Source 10.06.2007. July 31, 2007 at 4:26 PM.

5

FilouGK: July 2009

http://filougk.blogspot.com/2009_07_01_archive.html

Sunday, July 5, 2009. GPU Geometry Clipmaps DX9 1.5 WIP. Here is a new DX9 version of GPU geometry clipmaps. It uses the new coordinate system from the DX10 version. Terrain is generated on CPU using Perlin's simplex noise and you can stream your own terrain. You can stream anything you need ( normals, textures, etc. ) the same way terrain is streamed. It also contains a few bug fixes. GPU Geometry Clipmaps DX9 1.5 WIP. Links to this post. Subscribe to: Posts (Atom). View my complete profile.

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Monday, May 21, 2007. 36RSO Project progress 5. Reconsidered height and normal texture packing due to float precision problem and artifacts on clipmap edges. Textures are now separate, no coarse and fine values packing together. It means more texture lookups but solves many problems - use of A32B32G32R32F and packing height value and normal together could be interesting in the future. Camera speed control and fixed updating when moving too fast (still minor bugs). Http:/ filougk.blogspot.com/.

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July 2009 - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009_07_01_archive.html

NPR: Artistic and Technical Rendering. Line Drawings (via Abstracted Shading). Posted by J.P. Wednesday, July 22, 2009. As the final project in one of my courses in my undergraduate career I implemented the line drawing algorithm described by Lee, Markosian, Lee, and Hughes here. When I implemented this, I did so in a ray tracer. This was terribly slow because of the algorithm (multiple passes - description follows) and because no ray tracing optimizations or optimized data structures were used. What I w...

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NPAR 2009 - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009/07/npar-2009.html

NPR: Artistic and Technical Rendering. Posted by J.P. Sunday, July 12, 2009. Is coming up in a few weeks. This is my favorite time of year because a lot of freely available papers on the latest research in NPR are released. An unofficial schedule has been released on their website. If you are interested in the latest NPR research check out the schedule for the speakers and the set of papers being presented. Most of these papers are freely available (just google their title). UE4 available to all.

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NPR Line Drawings Really Work! - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009/08/npr-line-drawings-really-work.html

NPR: Artistic and Technical Rendering. NPR Line Drawings Really Work! Posted by J.P. Sunday, August 9, 2009. A new study by Forrester Cole, et al. titled, " How Well Do Line Drawings Depict Shape. Presented at SIGGRAPH 2009 evaluates the methods of producing line drawings developed in the past few years (which are quite comprehensive and what Forrester Cole seems to have devoted his entire graduate and PhD Student career to, so let's thank him). Subscribe to our RSS Feed and get updates on your reader!

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Line Drawings (via Abstracted Shading) - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009/07/line-drawings-via-abstracted-shading.html

NPR: Artistic and Technical Rendering. Line Drawings (via Abstracted Shading). Posted by J.P. Wednesday, July 22, 2009. As the final project in one of my courses in my undergraduate career I implemented the line drawing algorithm described by Lee, Markosian, Lee, and Hughes here. When I implemented this, I did so in a ray tracer. This was terribly slow because of the algorithm (multiple passes - description follows) and because no ray tracing optimizations or optimized data structures were used.

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June 2009 - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009_06_01_archive.html

NPR: Artistic and Technical Rendering. X-Toon: The Extended Toon Shader. Posted by J.P. Tuesday, June 30, 2009. The X-Toon shader is a cartoon shading technique created by two French researchers at Artis. In collaboration with Lee Marosian. X-Toon extends traditional cartoon shading one-dimensional texture mapping by using a two-dimensional texture map instead. This allows the artist to create depth, lighting, and viewpoint effects instead of being constrained to only lighting effects. The best thing abo...

npr-art.blogspot.com npr-art.blogspot.com

3D Animated Landscapes from 2D Images - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009/08/3d-animated-landscapes-from-2d-images.html

NPR: Artistic and Technical Rendering. 3D Animated Landscapes from 2D Images. Posted by J.P. Friday, August 21, 2009. It's funny how things in academia are rarely ever heard about even if they are incredibly novel and interesting. I think it's because of their limited application, especially in the artistic rendering world. (Of course, it also includes the inability of most academics to commercialize so they rarely make it to press.). Subscribe to our RSS Feed and get updates on your reader!

npr-art.blogspot.com npr-art.blogspot.com

August 2009 - NPR: Artistic & Technical Rendering

http://npr-art.blogspot.com/2009_08_01_archive.html

NPR: Artistic and Technical Rendering. 3D Animated Landscapes from 2D Images. Posted by J.P. Friday, August 21, 2009. It's funny how things in academia are rarely ever heard about even if they are incredibly novel and interesting. I think it's because of their limited application, especially in the artistic rendering world. (Of course, it also includes the inability of most academics to commercialize so they rarely make it to press.). NPR Line Drawings Really Work! Posted by J.P. Sunday, August 9, 2009.

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FilouGK

Sunday, July 5, 2009. GPU Geometry Clipmaps DX9 1.5 WIP. Here is a new DX9 version of GPU geometry clipmaps. It uses the new coordinate system from the DX10 version. Terrain is generated on CPU using Perlin's simplex noise and you can stream your own terrain. You can stream anything you need ( normals, textures, etc. ) the same way terrain is streamed. It also contains a few bug fixes. GPU Geometry Clipmaps DX9 1.5 WIP. Links to this post. Sunday, July 20, 2008. GPU Geometry Clipmaps DX10 wip. With all t...

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Je suis un gwada boy é jè 10ans . 03/01/2007 at 10:01 AM. 11/05/2009 at 10:05 AM. Subscribe to my blog! J'ador le bete elle est trop belle la panthere noir. Don't forget that insults, racism, etc. are forbidden by Skyrock's 'General Terms of Use' and that you can be identified by your IP address (66.160.134.14) if someone makes a complaint. Please enter the sequence of characters in the field below. Posted on Thursday, 09 April 2009 at 12:01 PM. A gauche hinata au milieu sakura et a droite ino. Don't for...

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Mon filou gros minou! Bonjour ce blog est représenté par filou notre chat! 27/07/2008 at 3:00 AM. 22/02/2009 at 11:38 AM. Subscribe to my blog! Ici = mettez des commentaires! Et pas de suprises, c'est sur mes chats! Allez bisoux bonne visite sur mon blog! Don't forget that insults, racism, etc. are forbidden by Skyrock's 'General Terms of Use' and that you can be identified by your IP address (66.160.134.14) if someone makes a complaint. Please enter the sequence of characters in the field below. Don't f...

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Mot de passe :. J'ai oublié mon mot de passe. C'est mon blog je suis ppo trè bon. Mise à jour :. Aller vous êtes capable! Bon la je promais un article plus 35comzz. Il fαut αvoir moins de 18 points αu totαl pou. Abonne-toi à mon blog! N'oublie pas que les propos injurieux, racistes, etc. sont interdits par les conditions générales d'utilisation de Skyrock et que tu peux être identifié par ton adresse internet (67.219.144.114) si quelqu'un porte plainte. Ou poster avec :. Yo Math change po té trop nice.