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  • 06. Love Cartoons? Here's Toon Shader

    New HLSL in this chapter ceil(): finds the smallest integer value greater than the input parameter.

    Pope Kim Jan 26, 2015
    • graphics
    • shader
    • book
    • shader book
  • 05. Let's Add Colors to Objects: Diffuse/Specular Shader

    Why do different objects have different colors? It is because they absorb and reflect different spectrums of incoming light. For example, a black surface looks black because it absorbs all the spectrums, and a white surface is white because it reflects everything. Likewise, a red surface reflects red spectrum while absorbing the others.

    Pope Kim Jan 12, 2015
    • shader
    • book
    • shader book
  • Future of Intro to Shader Programming Book

    I have been posting the English version of my Intro to Shader Programming book in this blog. I intended to publish it some years ago, but I had more important things to occupy myself. I thought it was a bit too late to publish this book, but I got lucky this time.

    Pope Kim Feb 13, 2014
    • graphics
    • shader
    • book
  • 04. Basic Lighting Shader - Part 2

    Specular Light

    Pope Kim Feb 11, 2014
    • graphics
    • shader book
    • shader
    • book
  • 04. Basic Lighting Shader - Part 1

    New HLSL in this chapter NORMAL: a shader semantic used to retrieve normal data from a vertex buffer normalize(): normalizes a vector dot(): dot product function saturate(): clamps a value to [0, 1] range reflect(): vector reflection function pow(): raises base to the power of exponent

    Pope Kim Feb 5, 2014
    • graphics
    • shader book
    • shader
    • book
  • 03. Texture Mapping

    New HLSL in this chapter sampler2D: a texture sampler data type which is used to get a texel from a texture tex2D(): a HLSL function to sample a texel from a texture swizzling: a way to access the components of a vector in an arbitrary order

    Pope Kim Jan 15, 2014
    • graphics
    • shader book
    • shader
    • book
  • 02. It's Really Easy! Red Shader! Red Shader

    New HLSL in this chapter float4: a vector data type with 4 components float4x4: 4 X 4 matrix data type mul(): multiplication built-in function. Can handle almost all data types POSITION: Semantic for vertex position. Useful to read only the position info from vertex data

    Pope Kim Jan 7, 2014
    • graphics
    • shader book
    • shader
    • book
  • CUDA Compile Error MSB3721 with Exit Code 1

    So I finally decided to play with CUDA a bit. I love Visual Studio, so I created a CUDA project in VS2012(CUDA SDK doesn't support VS2013 yet) and tried to compile it. But uhoh.. I got this error:

    Pope Kim Dec 16, 2013
    • cuda
  • Lessons Learned from Voxel Editing

    I have been looking into voxel editing stuff on and off recently, and this is a short(or long) list of practical lessons I learned. All the factual information presented here is already available online. I'm just gathering and summarizing them here with my 2 cents.

    Pope Kim Dec 2, 2013
    • voxel
    • graphics
  • Blendable RGBM

    What is RGBM? Using a fat buffer(16 bit-per-channel) is the most intuitive way to store a HDR render target, but it was too slow and it used too much memory, so we decided to encode(pack) it into a 8 bit-per-channel buffer. There are different packing methods, but I believe the most widely used method was RGBM. (also this link has a nice summary of LogLUV too, so give it a read if you are not familiar with this topic at all)

    Pope Kim Nov 25, 2013
    • graphics
    • shader
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