Chronicles of the Hieroglyph

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Building Hieroglyph 3, a Direct3D 11 based engine that will be available open sourced shortly...
485 comments
3 followers
316 entries
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Jason Z
May 25, 2006
Parallax Occlusion Again
After finding several bugs in my Parallax Occlusion Mapping effect file, I think I finally have it working properly now. It actually took much longer than I thought it would to get all of the theory figured out for exactly how it works and all, but I have a good handle on it now.

It doesn't look ve…
527 views
Jason Z
May 20, 2006
Shader Model 3 Dynamic Branching...
Holy smokes, did I find a crazy error a couple of days ago.

I was trying to get my parallax occlusion mapping shader to run a dynamically determined number of height-map samples to speed up the overall effect. Basically I based the number of samples on dot(N,V), so that the more straight on the vie…
1,074 views
Jason Z
May 16, 2006
Parallax Occlusion Mapping
I have been experimenting with Parallax Occlusion Mapping over the last couple of days. It is a very interesting algorithm for reducing geometry processing by encoding the surface information into a texture and the details are figured out in the pixel shader.

This of course reduces vertex cost and …
641 views
Jason Z
May 10, 2006
The heiroglyph progesses...
I have been really (too!) busy lately, but have found some time recently to work on Heiroglyph. It never ceases to amaze me how good it can feel to make progress on your pet projects...

In a general sense, Heiroglyph was originally developed as a 'graphics first' and 'everything else second' kind o…
554 views
Jason Z
April 17, 2006
Published for the first time!
My article has finally been uploaded to gamedev.net! It has been a long time coming, but it feels really good to see my name on the home page. Hopefully people will get some good use out of the article.

If you have any comments on the article I'd be very interested in hearing them!
501 views
Jason Z
March 17, 2006
Dual Paraboloid Mapping Article
I submitted an article on Dual Paraboloid Mapping nearly 7 weeks ago, and haven't gotten a decent response on where it is at in the publishing process. So I decided to put it up here to at least let those that are interested check it out. You can get them here:

Article
Effect file for generating pa…
741 views
Jason Z
February 16, 2006
Writing an article for Gamedev.net
Maybe someone out there can clue me in on the article submission process. I submitted an article 4 weeks ago tomorrow. Immediately after submitting it, I got an automated response saying that my entry was received and a link to a fogbugz entry for my article.

After two weeks, I sent an email to th…
573 views
Jason Z
January 03, 2006
Three Phase Gooch Shading
So after tweaking my gooch shader I started thinking about how to make the contrast even better and possibly add a little bit of flair to the basic effect.

The normal gooch shading essentially interpolates from the warm to the cool colors based on the dot product of the model normal and the light …
2,105 views
Jason Z
January 02, 2006
Non-Photorealistic Rendering
Next up for our little Stanford Bunny is some non-photorealistic rendering. From the first time that I saw this paper I have been interested in different forms of NPR. So as a small tribute, the next effect that I am implementing will be based on that paper by Bruce and Amy Gooch.

The 'big' idea o…
1,277 views
Jason Z
December 30, 2005
Ambient, Diffuse, Specular
I guess to be complete I should start out with a basic ambient diffuse and specular effect. It's not the most exciting, but there is still value in going back over older material to see if you gain any new insights into the various techniques. So here we go...

The effect that I am implementing will…
1,143 views
Jason Z
December 26, 2005
Generating Model Normals
The set of data that is available in my bunny.ply data is essentially just a list of vertices followed by a list of faces that index into the list of vertices. So, the first thing I needed to do to develop some of the effects that I want is to generate a set of per vertex normals for the model.

Alt…
1,219 views
Jason Z
December 23, 2005
Time for a change of pace.
After spending quite a bit of time working on adding dynamic lighting to Lunar Rift (it has been at least a month of testing and tweaking on my pixel shader bound fx5200), I have decided to take a small excursion from it altogether. Actually, since I started working on my engine about 2+ years ago…
625 views
Jason Z
December 18, 2005
Pipeline Testing
Implementing some small utilities for testing my rendering pipeline was actually easier than I thought it would be. All along I have had some basic statistics built into the renderer, like frames per second, triangles per frame, and draw primitive calls per frame.

These three pieces of data are use…
712 views
Jason Z
December 15, 2005
Rendering Pipeline Tuning
I am a pretty big nVidia fan. I actually specifically bought a laptop with an nVidia GPU to support the cause (plus I bought some stock in them[smile]).

But wouldn't you know it, Dell doesn't update their video drivers very often and I have been trying to use nVPerfHud with my GeForce fx go5200. I…
909 views
Jason Z
December 09, 2005
Object Hierarchy
Here is a brief overview of the class hierarchy for the object system in my engine. The majority of the design is taken from Dave Eberly's Wild Magic engine, which you can check out here.

However, there are certain things which I do differently than Dave for a number of reasons. I will be explai…
805 views
Jason Z
December 08, 2005
In the beginning... there were Heiroglyphs!
The day has finally come - I am writing my first journal entry. I have been around gamedev for around 2 years, lurking in the shadows, asking questions, and slowly building my engine. I finally think that the engine is far enough along that I may be able to share some of what I have learned, so t…
728 views
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