Recent Posts
Back from a long intermission
Return to a active blogging after a long intermission.
GPU Pro 4 - Call for Authors
After the success of the first seven entries to the ShaderX book series, of GPU Pro (gpupro.blogspot.com), GPU Pro 2 (gpupro2.blogspot.com) and the soon to be released GPU Pro 3 (gpupro3.blogspot....
GPU Pro^3 is available for order
Originally From Eric Haines on the Real-Time Rendering Blog.
Like the title says, GPU Pro3, the next installment of the GPU Pro series, is [amazonlink id="1439887829" target="blank" container="...
Happy Holidays and New Year for 2012
I just wanted to wish everyone a great new year and thank all my readers for reading.
I realize posts have been sparse over the last few months, and I know this is an understatement. There has be...
Happy Thanksgiving to All!
A quick post to wish everyone a happy Thanksgiving with their friends and family!
I myself have been quite busy lately, hence the lack of posts. Promise to try and do better in the next few weeks ;)
SebbySoft Licensing 1.2.0 Released
Already another version of SebbySoft Licensing released. Got around to putting in most of the initial features I had planned so far and making some general UI improvements. The changes for this ve...
SebbySoft Licensing, My First Commercial Software Release...
I have been more quiet than usual lately, and it was for a reason. I have been working on my first software release as part of my whole plan working toward getting rid of my debt. My efforts with ...
Irony .NET Language Implementation Kit
During the writing of my HLSL2GLSL parser, I did some research as to which C# parser framework to use. I did stumble upon Irony, and not Scott Hanselman wrote a blog post about it so I thought I w...
RIP Steve Jobs...
A sad day in history...
Steve Jobs — the man who brought us the iPhone, the iPod and the iMac — has died. The co-founder of Apple was 56 years old. Jobs had been battling a rare form of pancreati...
HLSL to GLSL: Parsing Shader Dissasembly
Finally got around to writing my first in-depth post about my HLSL to GLSL translation work. In this first post, I go over some of the basics and the generation of a grammar that will take basic d...
Emulating DLLExport in .Net
One obstacle I have hit in the development of my HLSL to GLSL library was how the library was going to be used by our regular shader pipeline tools. I made an early decision to implement the HLSL ...
Of HLSL, GLSL and MONO.
HLSL to GLSL I have continued my work on my HLSL2GLSL converter using the dissasembly for SM3 HLSL shaders. So far so good as all of my test shaders pass the translator and actually properly compi...
HLSL to GLSL: Trial and Tribulations...
As I had mentioned in one of my previous status updates, one of the projects I have been working on is a HLSL to GLSL shader translator. I can't detail why we need this other than to say that I ne...
AMD GPU ShaderAnalyzer 1.57, HD 6670 / HD 6450 / Cat11.8 Support
A new update of AMD’s GPU ShaderAnalyzer is up for grabs. This version 1.57 supports the latest Catalyst drivers (11.8) and adds the Radeon HD 6670 and HD 6450 to the list of supported graphics ...
An Analysis of the GPU Market
From the abstract of a GPU market analysis whitepaper by John Peddie Research: Computer graphics is hard work. Behind the images you see in games and movies, or while editing photos or video, some...
DALTONISM: Source Code
I decided to take some time and clean up my Daltonism or "Daltonize" test code and release it. Part of the changes were to remove all the funky math and replace it with a proper linear algebra. Th...
libCL 1.0 released
libCL is an open-source parallel algorithm library written in C++ and OpenCL. Rather than a specific domain, libCL intends to encompass a wide range of parallel algorithms and data structures. The...
DALTONISM Part 3: Sticking to the Right Color Space
Note: I want to give a big thanks to my coworker Colin Crenshaw for his work and help on this project, and especially for improving the correction algorithm.
I have completed some additional work...
AMD CubeMapGen is now Open Source
Taken From: Real Time Rendering.
By Naty, from the fame of [amazonlink id="1568814240" target="blank" container="" containerclass="" ]Real Time Rendering, 3rd Edition[/amazonlink]
For a long...
09/01/11 Update
It has been almost a week since my last post so I thought an update was in order.
I done a little more work on the Daltonism project and the results are more promising this time around. There are...
DALTONISM Part 2: Trial and Error Genetic Algorithm Style
Finally decided to spend a few cycles on the "Daltonize" algorithm. From the previous post, one of the main problems we had with the Daltonize algorithm we found online was the fact that the corre...
Out at Gamefest 2011 in Seattle, Soaking in Some Education
Last week was an interesting week for me. Did little work on either my texture compression code or the Daltonize color correction.
Spent most of my time working on a new web site, getting back in...
No Updates? Been a Busy Bee...
I wanted to send a quick post out saying I am still there. This week has been somewhat busy with work, GPU Pro 3 editing and web project I started working on. So I have been distracted from my usu...
Texture Compression PART 3, VBR Setting Up and Getting Stats
In this part, nothing too exciting. I spent my time creating some of the groundwork necessary to properly process and compress the image using the VBR algorithm. In essence, this consists of takin...
Interactive Indirect Illumination Using Voxel Cone Tracing
The paper for "Interactive Indirect Illumination Using Voxel Cone Tracing" by Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann has finally been accepted and a version has b...
DALTONISM: Making Games Color Blind Friendly
See Also Part 2 and Part 3 of this series of posts...
UPDATE: I also finally cleaned up my code and released HERE.
One of my coworkers brought up an interesting idea, the fact that most games ar...
This was a LONG Weekend!
Last weekend was quite long and exhausting dealing with some personal and family issues ~350mi away from home. On top of a trip which was exhausting, the drive back was horrible due to constructio...
Texture Compression: Range Coder
One of the key components of the Mip-Differential VBR compression scheme I was looking at next is based on the use of a Range Coder (which is essentially an integer version of an Arithmetic Coder)...
Cooking Experiments 2
Keeping up with my sous-vide obsession these days, I whipped up a few more yummy experiments over the past week. I decided to post early as I will be out of town for the weekend therefore won't ha...