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Category: Coding

Coding

10 Fun Things to do with Tessellation

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

Hardware tessellation is probably the most notable feature of Direct3D11. Direct3D11 was announced at the last Gamefest and a technical preview was released in ...

Coding

Ownership-based Zippering

Posted on January 10, 2009 by Ignacio Castaño / 0 Comment

Since my Gamefest talk I’ve received numerous questions about the ownership-based zippering algorithm that I proposed. So, I’ll try to explain it in more detail...

Coding

Approximate Subdivision Shading

Posted on January 7, 2009 by Ignacio Castaño / 0 Comment

Subdivision Shading is a new approach to compute normal fields of subdivision surfaces that was presented at SIGGRAPH Asia 2008. It’s a very simple idea that pr...

Coding

Watertight Texture Sampling

Posted on January 1, 2009 by Ignacio Castaño / 0 Comment

One of the problems when implementing displacement mapping is dealing with texture seams. Texture seams are discontinuities in the parameterization. These disco...

Coding

Gamefest Presentations

Posted on September 9, 2008 by Ignacio Castaño / 2 Comments

I just realized that Microsoft recently released the Gamefest presentations, and that most of them are accompanied with audio recordings, including my talk abou...

Coding

nvidia-widgets

Posted on August 26, 2008 by Ignacio Castaño / 0 Comment

I just published the immediate mode user interface (IMGUI) toolkit that we are using in our latest OpenGL SDK examples. The purpose of the SDK examples is to sh...

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