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graphics

Artifacts

Whilst creating some slides on Volume Rendering, I finally found an opportunity to use this graphics-flavored version of a silly internet meme. Original found  in Two uses of Voxels in LittleBigPlanet 2’s Engine from SIGGRAPH 2011, Advances in Real-Time Rendering. PDF here. I guess I did it for the lulz.

Efficient rendering using Sparse Voxel Octrees

I’ve been reading a lot lately about using voxels in CG. I’ve always been fascinated by ways of moving away from the traditional polygon-based pipeline, and things are really starting to look good for voxels. Sampling all geometric and texture data on a regular grid allows for unique content, theoretically. …

Game Graphics Tech Talks

Here’s some recent game graphics talks I’ve been enjoying. First one is Carmack on Quakecon 2011 – it’s a very technical talk, but very interesting on how they do texture streaming on consoles, compared to pc systems.

Call of Pripyat

I’ve been enjoying playing S.T.A.L.K.E.R. : Call of Pripyat lately, which is the third installment in the series. For people who don’t know the S.T.A.L.K.E.R. games: they are based in the fictituous radioactive ‘zone’ which was created after the 1986 Chernobyl disaster. It is loosely based on the novel Roadside …

Mafia II: Lighting analysis

I’m having a playthrough of Mafia II at the moment – went into it with a bit of hesitation because of the mixed reviews, but turns out it’s pretty okay. It focuses heavily on the story-based content, so just don’t go in expecting a free-roaming adventure, because besides buying clothes …

Displaying Shadow Volumes

Today I found a way to render the shadow volumes used in the stencil buffer technique I posted about yesterday in Ogre3D. Sometimes all you need is a ninja and three penguins to get a good insight. These are the shadow maps for one single point light source. Notice how …

Then we will fight in the shade

I’ve spent the day reading up on shadowing techniques for real-time rendering which can be used in the Ogre3D project I’m working on. I was not familiar with the details of the shadow volume method using stencil maps. It’s actually pretty clever, and it’s interesting to read how John Carmack …

Ogre3D ASCII

I’m working my way through Ogre3D at the moment, to freshen up my C++/Visual Studio skills. I got my student copy from DreamSpark : seems that I’m still registered as a student, and thus qualified for free software – Yoink!. Browsing through the samples, I thought this was a nice touch: …

Structure From Motion Update

This is one of the latest results of our Capita Selecta project (Selected Heads. Hah, the things I do with language …), in which we try to reconstruct human faces using Structure From Motion techniques. I refer to the previous posts about this subject for technical details, but in short: …