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_swx_

Member Since 04 Jun 2005
Offline Last Active Today, 04:48 AM

Posts I've Made

In Topic: Naive Question: Why not do light culling in world space?

12 February 2014 - 04:24 PM

So, it seems to me that it would at least be useful to modify Forward+ by splitting each tile frustum into chunks along the depth.


You mean like this: https://sites.google.com/site/takahiroharada/storage/2012SA_2.5DCulling.pdf?attredirects=0

In Topic: OpenGL supporting libs

12 February 2014 - 10:18 AM

There is no reason not to use GLM, it's very good and it is made to go with OpenGL.


One good reason not to use GLM is that Eigen is much more versatile and suitable for more than simple graphics calculations :)

GLM doesn't have any of the advanced features that Eigen has and mixing different math libraries is messy as hell.

In Topic: Baking high-poly to low-poly

17 October 2013 - 01:40 PM

www.cs.unc.edu/~olano/papers/SuccessiveMapping.IJCGA.pdf‎

 

"In this paper we present a new simplification algorithm, which computes a piece-wise linear mapping between the original surface and the simplified surface"

 

Some images from an old implementation I did:

gu80bqE.jpg

OqNk45J.png

Left: High poly

Middle: Low poly

Right: High poly geometry mapped onto low-poly mesh

 

Any property can be transferred from the high poly version.


In Topic: sugar consumption

02 October 2013 - 06:47 AM

I'm on a ketogenic diet, so I eat almost no carbohydrates at all. No negative side effects as far as I can tell :)


In Topic: When to Use Interpolation in Animations

12 September 2013 - 04:08 AM

The BitSquid engine uses a hermite spline for interpolation.

The only allowed real-time interpolation for game use is linear interpolation.

 

Who exactly decides what's allowed, and how come Bitsquid is excempt from those rules?


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