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  1. proslijedio/la je Tweet
    prije 10 sati

    Ever wonder why baked normal maps just don't look quite right in Unity? I did, so I decided to find out why.

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  2. proslijedio/la je Tweet
    prije 14 sati

    New blog post! In this post, I explore separable convolution image filters: how can we check if a 2D image filter is separable, and how to use SVD and linear algebra to compute separable approximations to any filter represented in a numerical form.

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  3. proslijedio/la je Tweet
    29. sij

    Game AI Pro 3 is now available for FREE at 42 articles from dozens of professional game AI programmers, all downloadable as individual PDF files!

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  4. proslijedio/la je Tweet
    27. sij

    Real-time path tracing, the holy grail of graphic techniques, has finally reached our voxel world. Let's all take that walk now.

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  5. proslijedio/la je Tweet
    26. sij

    I followed up on the dithering thread earlier this week. Although the subject may seem trivial, sometimes the simple things need remembering!

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  6. proslijedio/la je Tweet
    26. sij

    Roughton, Progressive Least-Squares Encoding for Linear Bases.

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  7. proslijedio/la je Tweet
    26. sij
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  8. proslijedio/la je Tweet
    21. sij

    This slide deck from Robert Sedgewick (Algorithms) on role of science and maths in software dev is really great.

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  9. proslijedio/la je Tweet
    20. sij

    Super Lightweight C++ Profiler for Games

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  10. proslijedio/la je Tweet
    20. sij

    Wrote a post about normal reconstruction, described a method based on 's SDAA idea, which is more costly but also more accurate than 's method.

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  11. proslijedio/la je Tweet
    18. sij

    Playing with mesh lights in LH2. Technique used is 'PNEE', i.e. path guided next event estimation, , by Andreas Mikolajewski. Rendered on GTX1060, 30fps.

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  12. proslijedio/la je Tweet
    17. sij

    I have the bad habit of writing blog posts and never publishing them... . This has to change so I will be publishing one a week. got few lined up. First one is a nice trick from in how to render a skybox: retweet and feedback welcome!

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  13. proslijedio/la je Tweet
    17. sij

    Wiche and Kuri, Performance Evaluation of Acceleration Structures for Cone Tracing Traversal.

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  14. proslijedio/la je Tweet
    7. sij

    I wrote a paper on Behavior Trees around 2 years ago for a book that never got published. I'm publishing it now myself so that it may be of use to someone. Please share this to anyone interested in AI or Behavior Trees:

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  15. proslijedio/la je Tweet
    15. sij

    RenderDoc v1.6 is out now, including support for the just-released Vulkan 1.2! Full release notes on github: Download packages & installers on the RenderDoc builds page:

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  16. proslijedio/la je Tweet
    12. sij
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  17. proslijedio/la je Tweet
    10. sij

    Another year, another blog post. I implemented a fairly recent clustered shading technique in Granite to replace the old one. Bindless, subgroup operations, oh my!

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  18. proslijedio/la je Tweet
    9. sij

    Compressonator 3.2 now released on . New features include CMP_Core library for block-level compression, CMP_Framework for higher-level functionality (MT, IO etc.), cube map support, UI/usability improvements and of course (a lot) more performance!

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  19. proslijedio/la je Tweet
    7. sij

    A work-in-progress implementation of vector textures via sparse virtual texturing. This allows an SVG to be used as a texture for any mesh at effectively infinite resolution without using much GPU memory.

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  20. proslijedio/la je Tweet
    3. sij

    The effect can now handle collisions and multiple photos

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