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