Cypher's Journal

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The story of a 19 year old kid and Direct3D. Bleu, camembert, brie, and swiss wait within!
28 comments
22 entries
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Cypher19
July 21, 2006
Hello? Is this thing still on?
So my GDNet+ subscription will be expiring fairly soon, and I don't think I'll renew immediately. I want to be in a position where I can acutally make consistent journal updates with at least SOME content in them.

I have done some more work on my virtual texturing project in the last couple months, …
1,042 views
Cypher19
March 12, 2006
Quickie...
Not much to talk about today. I've got affine texture coordinates working, and I'm definitely sure now that they'll be sufficient for my purposes. Also, I brainstormed a bit on how to manage block requests, and I've got a solution that should work fairly well. Today was a fairly unproductive week t…
1,121 views
Cypher19
March 04, 2006
Scanline Rasterization
So, I'm now mostly done my rewritten scanline rasterizer. There isn't much more that I can really optimize that I can see. Right now it's fairly straightforward and simple; I don't do that many tricks to speed it up. Probably the biggest trick is the one-time calculation of edge data (e.g. dx/dy/dz…
2,060 views
Cypher19
February 25, 2006
Filler
Nothing to talk about this week. I'm redoing most of my software renderer right now, including but not limited to, switching from halfspace checking to scanline checking. Next week I'll have that finished I think, so I'll share some performance numbers then. In the meantime, here are some completel…
1,095 views
Cypher19
February 18, 2006
Softrasters part 2 plus semi procedural textures
Two parts to this: Software rasterizer update, and the rant of procedural textures.

The software rasterizing has gone well. I now have hierarchical block culling in. Basically how it works is that first for a 32x32 block it'll figure out if the block is entirely in the triangle, entirely out, or par…
1,581 views
Cypher19
February 11, 2006
Adventures in software rasterizing
Well, I've been working mainly on the software rasterizer that I'll need for this project, and that's going well so far. It's the first time I've ever done one, and was going in with about zero experience in that area. However, it's going very well right now. jpetrie has been a marvelous help, as h…
1,112 views
Cypher19
February 04, 2006
Texture memory virtualization
So, I've decided to try out full texture memory virtualization of a scene, as opposed to just the terrain (which was ending up being a lot like clipmaps, really). I figure I'll talk about it a bit, and then discuss how I'm going to go about it. Note that I will not be referring to D3D10 in this dis…
1,122 views
Cypher19
February 02, 2006
A little hint
You can't believe everything that you read, but the right information is just a page away.

(I've got a loose sketch in my head how I'm going to go about my little proof-of-concept demo. This weekend, if I can get a lot of work done on it, I'll unveil what I'm working on [wink])
955 views
Cypher19
February 01, 2006
Textures, textures, textures.
Well, first off, the introduction to aniso filtering that I promised Yemen. In the past graphics only had textures that were filtered with just nearest point magnification (many pixels for one texel) and minification (many texels for one pixel). For magnification, we can now simply do linear filter…
1,182 views
Cypher19
January 27, 2006
More RFBTexture fun
I've been doing more work/experiments on my RFBTexture experiment recently, although that's hard to do when you practically get about 2-3 hours a day to work on it. Anyways, I've mainly been spending the last week figuring out anisotropic filtering (as well as practicing the pronounciation: an-eye-…
1,178 views
Cypher19
January 19, 2006
Why edit a post when making a new one is so much m
So, really (freak)in' big textures.

Here's my idea for how to handle RFB textures:
Let's say we have a texture for terrain that is 8kx8k, split into 512x512 textures with mipmaps, plus a 16x16 mipmapped texture for the mips that the 512 ones don't get (reasoning behind this is that the 512 mips will …
997 views
Cypher19
January 19, 2006
D3D10 thoughts sputter
So, it turns out I basically won't be able to get my hands on Vista as a D3D10 dev platform, so I'm probably going to just take a break from that stuff.

There are two graphics things on my mind though that I've been thinking of and trying to come up with solutions for: area lighting and memory virtu…
759 views
Cypher19
December 16, 2005
Direct3D10
I've decided to pause my game for awhile (which is about the same as putting the brakes on a car moving at 1km/h...) due to finals and something better than finding the Holy Grail inside the Arc of the Covenant: Direct3D 10.

Since the docs were released tuesday, I've been looking them up and down, a…
984 views
Cypher19
December 11, 2005
Particle madness
In between studying for finals I'm still working on the particle system (and now the game). The particle system doesn't handle multiple textures yet, but got a nice speedup thanks to a suggestion by Reltham to split the primitives into batches of ten thousand or something, instead of spitting out a…
752 views
Cypher19
December 03, 2005
We're back!
Since I've started doing a bit more relevant game programming, I might as well give a quick update on this stuff.

For those who don't go to #graphicsdev, I guess I might as well fill you in on what I've been doing since my last journal entry. The majority of the time was spent making a new algorithm…
918 views
Cypher19
August 17, 2005
Raytracing on SM3?
Just a quickie thought: Would it be feasible to do raytracing in the pixel shader in SM3.0? Like, render a fullscreen quad and basically run a raytracing program on each pixel like one would do on the CPU?
763 views
Cypher19
August 15, 2005
Hmm...
I guess it's been awhile since I've updated this, huh...

Okay, well, life update: I've moved into an oncampus university residence for two weeks (I'm in Edmonton, on a co-op work term. Hometown is Calgary, ~300km away) to top off my term, and then it's back to Calgary. I'll finally get around to fin…
822 views
Cypher19
August 05, 2005
Some lighting thoughts (or, 17-channel textures)
(note: I have not researched at all on BSSRDFs, so pardon me if I'm reinventing the wheel to a ridiculous extent)
So, I decided to contemplate some more on translucent surfaces. One thing I've noticed early on in my education on light was how some translucent things can scatter light. For example, l…
728 views
Cypher19
August 03, 2005
Some environment mapping thoughts
So right now in my demo I've got some fairly nice perpixel Blinn lighting going on, and some additional effects like Fresnel to modify the specular coefficient. However, as I observe the real world more and more, I've noticed the huge significance environment mapping can have. I recently decided to…
838 views
Cypher19
August 02, 2005
Skewbe mapping paper is almost done
Greetings. I've just finished a ~85% complete verison of my skewbe mapping paper, which includes most of the content, but the writing is still fairly poor. I thought that before making a big release I'd post it here first to get thoughts from you guys on some things in it (aside from improving the …
967 views
Cypher19
August 01, 2005
Skewbe mapping paper update
Hey, I figured I'd throw in an update regarding my skewbe map paper.

Doles helped me get the various demo images I needed for quality comparisons, so I'm grateful for that, and that's done. I've also done the menial tasks regarding naming and such. I plan on having all of the content done tomorrow, …
826 views
Cypher19
July 28, 2005
My first entry!
Just got GDNet+, so here's my first journal entry. I'll mainly be posting in here various graphics-related thoughts. I've done very little research on them, mainly just buzzwords, so if I reinvent the wheel a couple times, just let me know. Anyways, right now I'm mainly researching/developing reali…
1,127 views
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