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  • 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

    • Jan 7, 2014
    • graphics shader book shader book
  • Snow Effect in Google+ Photo

    I didn't know Google+'s Auto Awesome mode does snow effects too. It was a pleasant surprise to find out what it did to a picture I took recently. It would make a good x-mas card :)

    • Dec 23, 2013
    • google fanboy vancouver
  • 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:

    • Dec 16, 2013
    • cuda
  • How Much Canadian Programmers Make

    I didn't know that Canada government publishes the salary survey information for programmers until today. But here it is.. this shows how much we, Canadian programmers, make for each region.

    • Dec 10, 2013
    • game industry money
  • 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.

    • 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)

    • Nov 25, 2013
    • graphics shader
  • Mipmap Quality

    So mipmaps are often blurry and artists think we are bunch of morons making their awesome artwork so blurry.. :-) You know, most of the time we see lower mips all the time in the game. It depends on camera settings, but I found it's very rare that we see highest mip in most of the games out there.

    • Jun 24, 2013
    • graphics
  • [Curiosity Research] Pet Fox

    During this weeked, I stumbled into the following video showing a pet fox.

    • Jun 10, 2013
    • animal pet
  • PIMPL Pattern - Me No Likey

    I haven't used the PIMPL pattern so far. I remember reading about it once long time ago, but was just not convinced it's something I want.

    • May 21, 2013
    • rants cpp pattern
  • Random thought on 1080+P

    some random thought I had while sitting on a bench at a rainy park today….

    • May 18, 2013
    • graphics
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