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Cypher19

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    1993
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768 Good

About Cypher19

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  1. Cypher19

    Direct X vs OpenGL revisited... revisited.

    Thirded!
  2. Cypher19

    Short Skirt, Long Jacket

    Wow, looks awesome. Great work on the fin stuff, man! Hopefully that'll come in handy later on when you do other procedural materials.
  3. Cypher19

    Rogue is on Steam!

    Heh, just remembered this comic. Also, I thought this was only a console game. Maybe I should check it out some time after finals.
  4. Cypher19

    Server switch

    Quote:which is why certain things (e.g. the frontpage) are a little out of date. That explains why a November 2005 entry is up on the IotD...
  5. Cypher19

    Strauss Lighting Model

    It's because the model seems to (loosely) follow the laws of the conservation of energy. Is that a good enough answer?
  6. Cypher19

    Yay to getting up at 7am on a Sunday

    You know, this is just me thinking out loud here, but if an artist went up to me and said that he'd like to basically make the 3rd image there using pixel shader raytracing as opposed to just doing some extra geometry+parallax mapping, I think I'd PROBABLY kick him in the nuts. THE ALIASING! MY EYES; THE GOGGLES DO NOTHING!
  7. Cypher19

    WOO!

    Short version of special thanks list: Every regular on #graphicsdev minus Cypher [wink] (See kids? That's why you don't play WoW for 8 months to the point of alienating all of your old friends, you miss out on stuff like that!)
  8. Cypher19

    At long, long last...

    Ooc, when will you be announcing the prizes for each contestant?
  9. Cypher19

    A reproduction of the Past

    Quote:Software design remains an understated area. We vaguely say things like "be sure to design your system before you start implementing it," but we don't teach the necessary design skills or tools with anywhere near the fervor that we teach the math and coding skills. Most college CS graduates have taken precisely two courses that touch on design techniques like Software Development Cycles and tools like UML. Witness the relative unpopularity of our own Software Engineering forum. I can attest to this fact. Last term, I had a course that was basically UML and design patterns. 4 months after the course, here's what I feel I learned from it: -The concept of some design patterns, and that some exist, and that I can find them on wikipedia if I need to. -Some notation for UML diagrams. Now that I'm off of WoW (no, not addiction, just an imaginary obligation to raid. Part time jobs that you don't get paid for suck horribly, btw) I'm trying to design a 'simple' 3D renderer that includes some things I want to try out, and also as just more programming practice which I desperately need right now [grin]. For the most part, I'm still not entirely sure I'm doing a good design (and Im' also stumbling around in the dark a bit...) partly because I only learned what a design is and how to make one, and not how to make a GOOD one, or recognize bad ones. The closest thing to that that I clearly remember is "high cohesion and low coupling = yay!". Hell, even the designs we had to make for assignments were from very explicit specifications ("See Spot. See Spot run. Dick and Jane watch Spot run" is a lot closer to reality than I'd like) and basically told me what the UML diagram or design should be, as opposed to having a reasonably loose set of requirements and having to design from scratch. I only wish that I had another course that further taught good software design, and actually had to apply the knowledge to a medium-sized project.
  10. Cypher19

    Jack RTM

    So who here saw that thing about the HLSL compiler not being optimized for D3D9 SM targets and not having support for PS1.x at all anymore?
  11. Cypher19

    Planetary engine, part III ( water )

    Looks awesome! My hat is off to you for not going with the tried-and-not-very-true method of a slightly pertubed flat plane. If I was to change/suggest one thing though, try and see if there's some way you can make the water look less repetitive and more noisy. Aside from that there's very little that I'd change.
  12. Cypher19

    New TFT monitor

    Enh, chances are you can live with it. My monitor back at waterloo has a dead pixel right in the center of it and after awhile I find it doesn't bother me. It was quite bizarre though, 'cause it's a CRT...
  13. Cypher19

    community service

    BRILLANT!!
  14. Cypher19

    argu

    Never did watch taht movie. The poster scared me/creeped me out.
  15. Cypher19

    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, which has been pretty fun. I had some issues along the way while (re-)developing some of the base concepts for it. For example, one significant issue was when I was experimenting with the way that texture lookups would be done. At first, I thought it would be feasible to have every texture page be stored in a large texture in a non-continuous manner, and in the pixel shader use an indirection texture to specify what blocks of a texture should be looked up at a certain texture coordinate. Not unlike page lookup tables on a virtual memory system, really. However, I ran into an extremely objectionable artifact, shown below: (click for enlarged version) At first, I, like just about everyone else I asked on the issue, thought it was related to texture bleeding, however as I investigated it carefully, this was not the case at all. Basically, it was due to the hardware doing anisotropic filtering in a manner that it is not at all used to, or designed for (if anyone wants a more detail explanation, I'll make a subsequent entry on it). I was quite taken aback that I managed to make any kind of artifact that was so close to the hardware, and one that basically no one I knew had seen before and could accurately guess as to what the problem was. I've since "solved" that issue, so I moved onto another one that I had to w*ork out: evaluating the visibility of individual pages on textures. If you look through my journal posts from early in the year, you'll notice that I was initially going to try for a software rasterizer to figure out what texture blocks are necessary for a given frame. Since that time, I've decided to forget it partially due to the undesirably high CPU usage, and more importantly, because there would have likely been objectionable artifacts as the contents of the scene moved around due to the mismatched resolutions of the GPU rendering and the softrast. I did some pondering and have come up with a new, good, solution that I think will work really well. It's also fairly odd too I think, for example, the evaluation requires that all of the objects in the scene have to be rendered using a specific shader, and in the vertex shader, the position of the vertex is determined entirely using the inputted texture coordinates. Like above, if anyone wants more information on how I'm planning/doing this part, I'll be more than willing to make an entry about it. I do hope that I get this done and working to a reasonable extent fairly soon, as I've been itching to get some other graphics programming done. I haven't been working on other stuff primarily because I have a fairly one-track mind, and I didn't want to get distracted. But once this is done, I really want to do a high end shadow map-based renderer, partially because there's been some work recently that I think is not that great and I want to be able to say "Come on guys, THIS is how shadow maps are done". Of course, idNext is probably going to be shown off at QuakeCon this year, and I certainly hope that that does it instead. I'm getting really tired at game devs, both formal and informal, who seem to so easily tolerate issues like shadow mapping's aliasing, and I hope something is done about it soon. So, that's basically an update of what I've been doing this last little while. Like I said earlier, I'll probably let my GDNet+ account slide a bit once I get a bit more prolific in my work and have more stuff to show off.
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