Author Archives: Sebby - Page 2

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 compile through a GLSL compiler. …

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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 …

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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 cards. AMD GPU ShaderAnalyzer is a tool for profiling …

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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 serious processing is taking place. All …

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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. This has the …

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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 goal is to provide a comprehensive repository for high performance …

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DALTONISM Part 3: Sticking to the Right Color Space

daltonism_3_2

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 on the color blindness correction algorithm …

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AMD CubeMapGen is now Open Source

Taken From: Real Time Rendering. By Naty, from the fame of  For a long time, I’ve found ATI’s (now AMD’s) CubeMapGen library to be an indispensable tool for creating prefiltered environment maps (important for physically based shading). Many older GPUs (all the …

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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 some …

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DALTONISM Part 2: Trial and Error Genetic Algorithm Style

GeneticCorrection1

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 correction matrix was adhoc and only …

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