071115 / Critic II previous | next Ok, only two blog posts... Genius in Mario Galaxy The true genius of the Mario Galaxy game is in how they have found a workaround for the under powered Wii graphics hardware. Simply reduce both the geometry and fragment fill by building sparse small worlds. Simply awesome! Image Processing In the Game Graphics Pipeline Ultimately games will end up with a film like image post processing and compositing engine. Sure the hardware is not fast enough yet, but it will be in my lifetime. Little Big Planet is a great example with its integrated motion blur and depth of field. Looking at the screen shot, they are doing a image space blur which has image space velocity and is semi-depth aware (see the color bleeding between some foreground and background elements). Interesting results on the rolling wheels... How about something even more OT... Thou Know Thou Ist In Hell When Dealing with Linux developers dynamic linking abuse. No matter how you write it, the story ends with tons of wasted time and lots of profanity. Why re-invent the wheel? Sure hear that a lot these days, and the results of this can been seen in the multi-page library dependency trees of most Linux applications. KISS, Keep it Simple Stupid! Yep, has been tossed out the window. The point is the same on Mac, Windows, and Linux: hardware gets faster, software gets slower! Net result, my wife is at the gym power lifting to take out the frustration of dealing with many second user response latency. No joke here, she is dead-lifting her own weight now, and I'm under 100 lbs from joining the 1000 lbs club (which is tough for a tall once skinny programmer). Busy with Photography 
All this dynamic linking mess is in regards to getting the libraries needed for an open source photo-stitching tool working on the Linux machine so that I can off load my over-burdened Mac which just cannot handle stitching of GB files. Unfortunately I have about a 2-3 week backlog of Photography work which has been and is going to take me away from Atom for a while ... hence the OT posts and lack of Atom updates! | Atom ©2008/2007 Timothy Farrar Latest Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
Elsewhere andrew selle adrian crook alex champandard angelo pesce aras pranckevicius benjamin hanson brian karis cedrick collomb christer ericson chris hecker cort stratton craig reynolds dave moore david lenihan davide pasca ignacio castano jeremy shopf jonas risbrandt ke-sen huang marco salvi mike acton mingw nick porcino oss pete shirley pierre terdiman pixar papers realtime rendering ron fedkiw tom forsyth vincent scheib wolfgang engel All Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install 080108 . 2008 071207 . G84 071204 . GPU only 2 071130 . GPU only 071126 . opt+more 071121 . deferred 3 071116 . deferred 2 071115 . critic 2 071112 . critic 071108 . GPU assembly 2 071104 . GPU assembly 071103 . random shots 071031 . cubemap seams 071026 . transform feedback 071025 . motion cards 071024 . GS woes 071019 . cubemap woes 071015 . drawing reverse II 070930 . porting to sm3.0? 070926 . drawing in reverse 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th 070822 . new pipeline progress 070819 . high dynamic range 070818 . DFES 070817 . video update 070816 . CFD videos 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070730 . CFD code 070715 . self healing 070713 . micro impostors 070712 . fragment raytracer 070711 . infinite LOD 070710 . graphics engine intro 070709 . 3D audio / KEMAR 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth 070702 . market research
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