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Promit

Member Since 29 Jul 2001
Offline Last Active Yesterday, 11:15 PM
*****

Topics I've Started

Our National Geographic feature is out!

15 June 2014 - 10:42 AM

We've been keeping a low profile for a looong time, but our first press coverage was just published!

http://news.nationalgeographic.com/news/2014/06/140615-dolphins-cognition-video-games-empathy-wildlife-conservation/


SIGGRAPH 2013 Master Thread

25 July 2013 - 09:57 AM

I'd like to hold a general summation/discussion of the work presented at SIGGRAPH this year. I'll update this post as we go with links to the various papers and presentations, and you're all free to have an open discussion in the comments.

 

SIGGRAPH 2013 papers on the web - Ke-Sen Huang dutifully updates his page every single year with all of the papers presented at SIGGRAPH.

 

Physically Based Shading in Theory and Practice - All slides/presentations from the 2013 Physically Based Shading course. This course is held yearly and IMO is some of the best material out there on physically based techniques and state of the art. Highly recommend looking up presentations from previous years as well if you haven't seen them.

 

Advances In Real-Time Rendering In Games - Not available yet.

 

Please let me know if anything in particular from the conference caught your eye and should be highlighted.


Normal artifacting exposes underlying topology

28 June 2013 - 03:31 PM

I have a heightmap for which I've computed normals. When I simply output normals as color, I get this:

3wk4AXW.png

 

So basically the interpolation is not smooth and is showing up with artifacts that reflect the underlying topology. I don't understand why I'm getting this or what to do about it. Normalizing per fragment makes no difference. Is the actual normal computation wrong and showing up as this artifact, or is there something else going on here?


Your preferred or desired BRDF?

22 February 2013 - 04:30 PM

I'm just curious what everyone's using nowadays, or what you'd like to investigate looking forward. I guess Normalized Blinn Phong is the easy starter choice, and Cook-Torrance is a popular model amongst the more expensive ones. But I'm wondering what else is out there and what the advantages and disadvantages of those models are.

 

Also, what BRDF do you want to use that is currently near feasible? What would you choose if your min spec was 3x SLI GTX Titans? ;)


C# tools/UI and Mac OSX

20 February 2013 - 03:54 PM

I find myself in the nasty situation that my game tools need to support Mac OSX and I can't demand Windows only. The good news is that I don't have to port any tools -- this is a ground up write that can take both platforms into account ahead of time. I'm free to choose any language I like, but an attempt with Python and wxWidgets convinced me that it wasn't a path I want to follow. Right now I would very much like to use C# for all my tool stuff and just build it in a way that works well across Windows, OSX, and potentially Linux.

 

I already know that Mono's runtime works well enough for my purposes, so I'm not concerned about that. I'm also not concerned with rendering. The big question is what to do about the UI library. I want to build fairly complex interfaces, and I only want to do it once. That tends to suggest either WinForms or Gtk#, but I don't know how well WinForms works on OSX or how well Gtk# works in general. I'm hoping one of you has "in the trenches" experience on doing cross platform C# interfaces and some recommendations about how to do this.


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