I found the reason for why sometimes all Latex in my posts got clobbered. The culprit was an outdated plugin, which—as a side effect—deleted backslashes from posts. So I deinstalled the sinner and also repaired all math that I found was broken. If you still find broken math, drop me a line.
I just waded though a lot of recent comment spam and approved the legit ones along the way. So if you posted something recently it may now appear.
I have added a permanent page with a summary of the most popular posts on this blog. I also tried to add meaningful tags to all posts. Here are the most important tags:
Content type tags
- download — a download is available is this post
- gem — a code snippet or other copy-paste thing is available
- math — posts that are heavy on math formulae
- atmospheric scattering — posts related to atmospheric effects
- gamma — posts related to display gamma
- hacks of life — little shell tricks or other things
- normal mapping — posts about normal mapping
- photometry — posts related to photometry
- physically based shading — posts related to PBS (or PBR)
I always wondered when X‑Plane would jump on the PBR bandwagon. I like X‑Plane, I think its the best actively-developed (*) flight simulator out there, but I always felt that shading could be better. For instance, there is this unrealistic ‘Lambert-shaded’ world terrain texture, which becomes too dark at sunset; another is the dreaded ‘constant ambient color’ that plagues the shading of objects.
Now in this post on the X‑Plane developer blog, Ben announces that Physically Based Rendering is a future development goal, yay! Then he goes on to say that, while surface shading will be a solved problem™ because of PBR, others like participating media (clouds, atmosphere) would still need magic tricks for the foreseeable future. Continue reading
This page is my personal collection of highlights from GDC 2014. I was not able to attend in person, so I had to rely on Twitter to get updated. The immersion was not perfect, but some of the thrill was definitely carried over. So here it goes (in release order): Continue reading
So out of a whim I just embarrassed myself and tried to write in (probably wrong) latin that I joined twitter. You can follow me under: @aries_code.
If you wonder how this came about, this was my train of thought:
- Twitter has something to do with birds
- Birds have fancy latin species names
- The species name for Sparrow is Spasser domesticus
- This doesn’t sound too fancy …
- How do you say ‘I joined twitter’ in latin anyway?
But then I discovered that I am onto something: According to one argument, the brand name of Twitter should have been ‘Titiatio’, had it existed in antiquity. And according to another argument, latin should be an ideal twitter language, because it is both short and expressive.
But I digress. If you are into computer graphics, then you know of Johann Heinrich Lambert, the eponym of our beloved Lambertian refelectance law. The book where he established this law, Photometria, is written entirely in latin—now this is hardcore!
So, now you know what to do if you want to stand out in your next SIGGRAPH paper …
Spellforce 2 was released in 2006 and will be 8 years old by april. Nevertheless, the third add-on of the series shipped a month ago. Talk about a long seller!
Of course I’m attached to SF2 because I wrote many parts of its engine back then. This time I was briefly involved to help the developers include my attribute-less normal map algorithm. The original SF2 did not have any normal maps, and therefore none of the original art assets comes with tangent space information. This is an ideal scenario to pimp up the visuals without touching the geometry, simply by making a shader change and adding normal maps. Continue reading
EDIT 2019: I have converted the original slides to PDF format and also made minor corrections. See this post for details. The download is at the end of this page.
I was kindly invited by Wolfgang from Confetti FX to speak at the FMX 2013 conference about physically based shading (within the scope of the Real Time Rendering day). Since I remembered the FMX as a conference for visual arts, I made the presentation intentionally non-technical, for fear of alienating the listeners. In retrospect, my guess was a bit too conservative, as there were quite a number of programmers in the audience.
Nevertheless, here are the slides for download (with all notes included). The Keynote format is the original and the Powerpoint format was exported from that and is a little broken, so you should use the Keynote version if you can read it.
I just got news that Velvet Assassin has been ported over to the Mac and is available on the App Store! However, I was not at all involved in the Mac port and I don’t know the developers who did—it came as a surprise to me as to anyone else in the former team. Here is a direct iTunes link: http://itunes.apple.com/app/id586878367.
Shader Bug on ATI graphic cards
Unfortunately there is a shader bug with ATI graphics chips. It happened to me while trying it out on a 2011 iMac with an ATI Radeon HD 5670. I got reports from friends that this is not a problem of the Mac port itself but it happens on PC too. The problem is related to ATI chips with drivers that are newer than 2010 or so. Here is a screenshot:
Kurt has taken steps to revive FlipCode.
Flipcode was a place to discuss gamedev + algorithms with a unique flair and an outstanding audience, something IMHO gamedev.net never matched. I, too, was a regular visitor, poster, and also contributed the odd article and an IOTD. Terrain engines bordering on 100k polys without HW T&< will be forever in the past, but the spirit will live on.