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Ohforf sake

Member Since 04 Mar 2008
Offline Last Active Yesterday, 10:22 AM

Posts I've Made

In Topic: Extracting surface reflectance or lightning intensity from a single image.

19 October 2014 - 10:42 AM

Your example image has a lot of texture and next to no specularity/reflections. Those are ideal conditions for 3D reconstructions from multiple images. I have been experimenting with them for the last couple of months and the results are actually quite nice. I have yet to see a singe-image reconstruction that comes even close to the quality of multi-image reconstructions.

In Topic: Steam OS survey - reflection of reality?

19 October 2014 - 02:13 AM

For example, we tend to dual-boot (or as frob mentioned, use WINE or a VM), and thus, often get counted as Windows sales, if the Steam survey comes up when we're in windows.

Also, the numbers for all three platforms add up to 100%, so valve doesn't even have a mechanism in place to detect dual-boot accounts.

I have steam installed on both, Linux and Windows, but since I spend most of my gaming-time on windows I wouldn't be too suprised to be counted as a windows user in the stats.

In Topic: NVidia launches patent lawsuit

04 October 2014 - 02:49 AM

According to the document, so far only fuses, ROM, and thermal shutdown thresholds are locked out. I don't know enough about the driver side to truly judge the impact of that but it seems "acceptable" to me. AFAIK I have never wanted to modify those.

In Topic: Normal map from height map

25 September 2014 - 02:34 PM

Maybe these
tex2D(image, uv + off.xy).x
should be more along the lines of
tex2D(image, uv + off.xy * float2(1.0/textureWidth, 1.0/textureHeight)).x
at least if you are using normalized texture coordinates.

Also you need to output bump.xyz * 0.5 + 0.5 to get the colors of that image.

In Topic: Poor STL threads performance

19 September 2014 - 08:44 AM

The problem is that debug builds don't slow down everything. When you profile debug builds you might find hotspots in areas that are perfectly fine in release builds.

Also keep in mind that with Visual Studio, you must launch the program without the debugger attached. Otherwise you get the extremely slow debug heap and every new/delete is a hotspot. This also holds for release builds.