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Category: Coding

Coding/Personal

The Witness

Posted on March 5, 2010 by Ignacio Castaño / 0 Comment

Jon has recently started a development blog about The Witness, the game that we have been working on during the last few months. So far there are a few posts ab...

Coding

OpenNL 3.0

Posted on February 4, 2010 by Ignacio Castaño / 0 Comment

GPGPU.org takes note that OpenNL 3.0 has just been released and that this new version comes with support for CUDA. That’s certainly interesting, but for me the ...

Coding

Continuity Mapping for Multi-Chart Textures

Posted on September 30, 2009 by Ignacio Castaño / 0 Comment

Naty Hoffman references a paper from Siggraph Asia titled Continuity Mapping for Multi-Chart Textures. The paper provides a solution to a problem that I’ve talk...

Coding

Efficient Substitutes for Subdivision Surfaces

Posted on May 12, 2009 by Ignacio Castaño / 0 Comment

Our siggraph course has been accepted and is finally up on the siggraph website! Here’s the brief description of the course: An overview of the most recent theo...

Coding

NVTT quote

Posted on April 24, 2009 by Ignacio Castaño / 0 Comment

I love this quote from Ivan-Assen Ivanov about the NVIDIA Texture Tools: We switched to CUDA nvcompress in our pipeline and totally forgot about it. Until yeste...

Coding

NVIDIA Texture Tools 2.0.6

Posted on March 20, 2009 by Ignacio Castaño / 0 Comment

Yesterday I released another revision of the stable branch of the NVIDIA Texture Tools. I recommend everybody to upgrade, since it fixes some bugs and artifacts...

Coding

GPU DXT Decompression

Posted on March 19, 2009 by Ignacio Castaño / 0 Comment

Even thought the DXT compression format is widely adopted, most of the hardware implementations use a slightly different decompression algorithm. The problem is...

Coding

Optimal Grid Rendering

Posted on February 2, 2009 by Ignacio Castaño / 10 Comments

This is a trick that I learned from Matthias Wloka during my job interview at NVIDIA. I thought I had a good understanding of the behavior of the vertex post-tr...

Coding

ACMR

Posted on January 29, 2009 by Ignacio Castaño / 0 Comment

I think that the Average Cache Miss Ratio (ACMR) is not the best way of measuring the efficiency of the vertex cache under different mesh optimization algorithm...

Coding

Real-Time Creased Approximate Subdivision Surfaces

Posted on January 27, 2009 by Ignacio Castaño / 0 Comment

Denis finally put his I3D paper online! Denis was my intern a couple of summers ago. We worked together on the implementation of the an emulation framework to i...

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