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Special-Use Domain Names of Peer-to-Peer Name Systems
Special-Use Domain Names of Peer-to-Peer Name Systems
This is an imported news item from the old Drupal GNUnet homepage.
We just submitted our draft for Special-Use Domain Names of Peer-to-Peer Name Systems to IETF. The intention is to reserve the TLDs ".exit", ".i2p", ".gnu", ".onion" and ".zkey" for use by the GNUnet, I2P and Tor peer-to-peer overlay networks.
real time ray tracing part 2.
Here’s the science bit. Concentrate..
In the last post I gave an overview of my journey through realtime raytracing and how I ended up with a performant technique that worked in a production setting (well, a demo) and was efficient and useful. Now I’m going go into some more technical details about the approaches I tried and ended up using.
There’s a massive amount of research in raytracing, realtime raytracing, GPU raytracing and so on. Very little of that research ended up with the conclusions I did – discarding the kind of spatial database that’s considered “the way” (i.e. bounding volume...
real time ray tracing.
https://invidious.privacyredirect.com/watch?v=i8hSZGTXTx8
It’s practically a tradition.
New hardware generation, new feature set. Ask the age old question: “is real time ray tracing practical yet?”. No, no it’s not is the answer that comes back every time.
But when I moved to Directx 11 sometime in the second half of 2011 I had the feeling that maybe this time it’d be different and the tide was changing. Ray tracing on GPUs in various forms has become popular and even efficient – be it in terms of signed distance field tracing in demos, sparse voxel octrees in game engines, nice looking WebGL path tracers, or actual...
get my slides from GDC2012.
As promised, they’re here! I’m afraid I had to delete all the videos, but apparently the recording of the full thing should be in the GDC Vault at some point.
[PDF here]
Yes I am aware that SlideShare managed to crop the bejesus out of my presentation
To everyone who showed up to my talk – thanks for coming! Here are the slides as a memento of the occasion!
To anyone who couldn’t make it and wants to read the slides, here they are! Good luck making sense of them!
To anyone who was at GDC but went to something else instead – here’s what...
come see me talk about directX11 at gdc 2012.
Quiet around here, isn’t it?
That’s because I’m going to be speaking at GDC 2012 about advanced procedural rendering in DirectX 11! (So I’m saving all the good material for that. Sorry.)
I’ll be talking about how we’ve used D3D11’s features to handle things like mesh generation and fluid dynamics for our upcoming demos, to give us huge advancements over our old DX9 engine – and in a way that you might consider practical enough to start thinking about for future game titles.
For those who are just starting on DX11 or are only thinking about it I’ll also try and...
vfork and the signal race
vfork and the signal race
This is an imported news item from the old Drupal GNUnet homepage.
Many articles uniformly claim that using vfork should be avoided and that the only difference between vfork and fork is (or used-to-be) performance and that thus vfork is obsolete . Here, I wanted to document a technical case where vfork is actually required and where using fork instead of...
numb res.
https://invidious.privacyredirect.com/watch?v=-fZMqjQp4c0
Numb Res by CNCD & Fairlight
pouet exe version video video (anaglyph 3d) youtube vimeo
Begin
It was easter. We made a new demo for The Gathering 2011.Yea, that’s right – in Norway, not in Germany. I really wanted to do a new demo because I’ve been collecting new routines all winter, and it was high time they got into the wild. So about 3 weeks before easter Jani and I started bouncing ideas around (“something with fluids” was the sumtotal of that I think). Then we went on the hunt for music. As some may know, we don’t have an active musician...
come see me talk at gdc 2011.
To all the gamedev people who were savvy enough to get their company to pay for their plane ticket: come see me at GDC!
I’ll be introducing the new version of PhyreEngine – 3.0 – to the world. It has tools and everything. I’ll also be talking about the new rendering work we’ve done on PS3 lately. That includes:
-a particle system on SPU (which took a lot of ideas from the one ive presented on this blog which ran on GPU. but now on SPU.)
-a new take on MLAA on PS3
-deferred lighting on SPU and our rendering engine in general.
And then...
ceasefire (all falls down).
Ceasefire (All falls down..) by CNCD vs Fairlight – 2nd place, Assembly 2010 combined demo competition.
Capped.tv Youtube Pouet Download executable binary
(This is late. Really really late. Sorry. I’ve been busy! Honest.)
It’s become traditional for us to do something for Assembly (in Helsinki, Finland, 5-8 aug 2010). This year we wanted to do a demo that continued from Agenda with the particle theme, but took things further – we felt like we barely scratched the surface of what was possible. And we actually started quite early, almost three months before. The core plan and direction was laid down and we organised...
scene.org awards thinks we’re alright.
Look, sorry – I’ve not updated this blog in months and I feel a bit bad about it. It’s not because I’ve given up on the whole thing and become a hermit living on herring in the uninhabited part of the scottish isles – oh no. It’s the opposite – I’ve been so busy actually making shit that I havent had time to finish that big writeup of Ceasefire that’s been sitting in the outbox for months, let alone talk about all the new things we’ve got going on that you’ll see soon enough. They make the old stuff look...