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Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

Tuesday, October 7, 2008

Interviews, research, and future posts

I don't have a new sample/tutorial today. I have been very busy with interviews, research, and school as of late.

As this is my last year of school, I've been interviewing with various companies and trying to get an on-line portfolio together. I recently had a great time in Portland meeting with Intel.

Last spring I was involved in the research of using non-pinhole impostors for reflections and refractions. We submitted to Eurographics (specifically EGSR), but unfortunately didn't get accepted. So this semester we are looking to work on the short comings that some of the reviewers noted and resubmit to I3D. So until I get that out of the way there probably won't be any new samples/tutorials for a couple of weeks.

As far as for future posts, I've been working on rain as a particle system and as a post process (see Tatarchuck's AMD/ATi paper on Rain). Besides this I've been wanting to have a series of samples/tutorials on different lighting methods. We all know Gouraud and [Blinn-]Phong shading, but I wanted to cover other methods such as Cook-Torrance, Oren-Nayar, Ward lighting and others. I also might do a tutorial on Depth Impostors that would build off of the Billboard Impostor tutorial I wrote earlier in the year.

For now, here's a couple of teaser images that we submitted to EGSR. You're looking through a glass bunny's ear. You can see that with regular depth impostors, you are missing a significant amount of data for the teapot lid.

Planar Pinhole Camera Depth Impostor


Non-Pinhole Camera Depth Impostor

Wednesday, July 30, 2008

Other recent blog posts

There are a few posts that I have seen other blogs/sites that I think are interesting, and would like to share with anyone who reads my blog.

Andy Patrick has a series of useful "efficient development" posts regarding speeding up and making game development easier. Check it out:

Efficient Development, Part I
Efficient Development, Part II
Efficient Development, Part III
Efficient Development, Part IV


Next up there were a couple of articles on Gamasutra related to 2D fluid dynamics that are also pretty interesting.

Fluid Dynamics, Part I
Fluid Dynamics, Part II


Christer Ericson has an interesting post on using cellular automata for path finding. And one of the guys over at XNAInfo already has a working XNA demo implementing the idea.

Path finding with cellular automata
Game of Life on the GPU

Got any interesting links? Post 'em in the comments!