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Update to MakeID.h
Friday, April 3, 2015 | Permalink
If you've been using MakeID.h
I suggest you download the latest version. The previous version had a minor bug that made it copy an element too much when it reduced the number of ranges. This didn't impact functionality, but in edge-cases it could result in a read outside of allocated memory, which if you're really unlucky could cause a crash. Thanks to Markus Billeter for reporting the issue.
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| Last comment by Jenny Cao (2015-05-06 09:17:40)
Sunday, March 29, 2015 | Permalink
I've done some internal plumbing in the website scripts. Hopefully you should see no difference at all, and I've clicked around quite a bit to verify that everything still works. If you see any that's not working on this site, please let me know.
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| Last comment by mr (2015-04-05 11:06:00)
Tuesday, March 24, 2015 | Permalink
So, uhm, it's been a while since I last posted a demo here. I have valid excuses though. This whole kids situation sure makes a dent into your available time, and for the time that remains it sure has an impact on how much energy you have left at the end of the day. But it's a great joy too, so I'm not unhappy about it in any way. And the other thing is of course that I moved into a research position at work, which reduces my itch of doing so much research at home during my spare hours. But with that said, I recently ended up browsing into my site with another guy at work for reasons I don't remember, and the realization that it had been nearly three years since the last demo was a little too depressing for me. So I made it a priority to make another one, and now it's here.
So for this demo I'm poking around a little with Clustered Shading, but exploring an alternative implementation of the underlying principles. The main differences being world-space clustering, storing active lights as a bitfield, and going full forward shading instead of deferred. Well, except for the reference I'm comparing to.
Some useful shortcuts for the demo:
F5 - Clustered Shading
F6 - Visualize clusters
F7 - Classic Deferred Shading
F8 - Visualize stencil mask for Deferred Shading with MSAA
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| Last comment by JavaCoolDude (2015-05-20 01:14:19)
Monday, March 9, 2015 | Permalink
Me and my wife and kids make an appearance in a documentary series on Swedish TV. The series is called "Vi ska ha barn" (roughly translates to "We're getting a baby") and the various couples discuss their hopes, fears and expectations around having kids. In our case, the angle is mostly about getting a second child, and about tackling cultural differences in the family.
Our episode is available online here
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| Last comment by Käy (2015-04-28 12:43:03)
Yet another 11 cubemaps
Friday, February 27, 2015 | Permalink
I've uploaded yet another 11 cubemaps.
And yes, I still have more in the pipeline that I haven't finished yet.
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Added another 11 cubemaps
Saturday, February 21, 2015 | Permalink
There are now another 11 cubemaps available on the Textures
I have more cubemaps ready to go, so expect more to get uploaded shortly.
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| Last comment by Nuninho1980 (2015-02-24 01:20:28)
I'm now a father of two
Tuesday, May 20, 2014 | Permalink
On May 9 our second son was born. 3.805kg and 52cm at birth, a bit bigger than average, but not huge like his older brother was. He's getting along very well with his older brother so far.
A most welcome addition to the Persson family.
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| Last comment by walter (2014-11-12 15:02:09)
Added WebGL preview to cubemaps
Sunday, April 13, 2014 | Permalink
A couple of months ago I replaced my old Java Applet based cubemap viewer with a new WebGL one for the pictures on this site. The obvious next step was to use it for my cubemap collection, although that required that I generate the content for that also, so it was a bit more work. Now I've finally done that work, so now all cubemaps come with a WebGL preview link (or you can just click the image) so that you can get a more intuitive and interactive view of a cubemap before deciding to download it. Note that the preview is only 512x512, whereas the full cubemaps are typically 2048x2048.
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