Today I released an open source project I’ve been working on for the last week, Optix.NET. It’s a lightweight wrapper around Nvidia’s Optix GPU ray-tracing library. I figured since there ar...
http://graphicsrunner.blogspot.com/2012/02/optixnet-managed-wrapper-for-nvidia.html
Bethesda released a new trailer for Prey 2. I'm not gonna lie, it looks awesome.
http://graphicsrunner.blogspot.com/2011/06/new-prey-2-e3-trailer.html
Bethesda posted a screenshot and concept piece from Prey 2 today: http://bethblog.com/index.php/2011/04/07/sneak-peek-at-prey-2/
http://graphicsrunner.blogspot.com/2011/04/prey-2-concept-and-screenshot.html
This comes a little later than I wanted, I hadn’t factored in Crysis 2 taking up as much of my time as it did last week :-) I’ve been using Nvidia’s Optix raytracing API for quite so...
http://graphicsrunner.blogspot.com/2011/03/instant-radiosity-using-optix-and.html
I've been working on a new sample for the past few days, Instant Radiosity using Optix and DirectX. I should have a writeup and sample in the coming week. Here’s a few shots with the obligato...
http://graphicsrunner.blogspot.com/2011/03/instant-radiosity-with-optix.html
Human Head has been keeping me busy since I've been working there and I can finally say why: PREY 2. The game was announced on Monday :) Here's the Prey 2 teaser trailer: Xbox 360 Games - E3 2...
http://graphicsrunner.blogspot.com/2011/03/prey-2-teaser-trailer.html
Last week I attended SIGGRAPH 2010, and among the many good presentations, Valve game a talk on the simple water shader they implemented for Left For Dead 2 and Portal 2. So on the plane rid...
http://graphicsrunner.blogspot.com/2010/08/water-using-flow-maps.html
Finally, here is the last sample on volume rendering. It’s only taking me a year to get around to finishing it. Is anyone even visiting this page anymore? I’d better post this for my sanity a...
http://graphicsrunner.blogspot.com/2010/05/volume-rendering-202-shadows-and.html
Wow, it’s been over a year since the last post on volume rendering! I must sound like a broken record. Anyhow, I’ve had time to fix a couple of bugs with the last installment in the past coup...
http://graphicsrunner.blogspot.com/2010/05/ground-control-to-major-tom.html
I got an email a couple of weeks ago from someone ( Maximinus ) who actually put the water shader from the water game component to good use. Here's a description of the game on the xbox indie ma...
http://graphicsrunner.blogspot.com/2010/04/water-for-your-monies.html
Really cool video I found last night. Uses Particular and Adobe After Effects.
http://graphicsrunner.blogspot.com/2009/08/particle-spectrum-animation.html
Recently I’ve been playing around with O3D. If you don’t know, O3D is Google’s new browser graphics API. It enables you to develop 3d interactive applications that run inside a browser wind...
http://graphicsrunner.blogspot.com/2009/07/water-in-your-browser.html
I recently got back from my vacation to the Mediterranean and finally have had time to post this video. For one of my final projects last semester I implemented a deferred renderer with SSAO and...
http://graphicsrunner.blogspot.com/2009/06/non-photorealistic-ssgi.html
Wow, I can't believe it's almost May already. I also can't believe my last post was back in February! I've had the next installment in the volume rendering series basically done since January. I ...
http://graphicsrunner.blogspot.com/2009/04/volume-rendering-update-directx-blog.html
The discussion on hand this time is optimizing the performance of the volume renderer. I’ll cover a few of these optimizations and provide a rough implementation of one of them. CACHE EFFICIEN...
http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimizations.html
Last time I introduced the concept of volume ray-casting. And to follow that up, today I'll talk about transfer functions and shading. Mummy (top) and Male (bottom) volumes colored with a ...
http://graphicsrunner.blogspot.com/2009/01/volume-rendering-102-transfer-functions.html
Pictures above from: http://www.cs.utah.edu/~jmk/simian/ There is quite a bit of documentation and papers on volume rendering. But there aren't many good tutorials on the subject (that...
http://graphicsrunner.blogspot.com/2009/01/volume-rendering-101.html
I had some requests awhile back for a more independent water effect that I had provided in my camera animation tutorials. And just the other day I remembered that I had totally forgot about th...
http://graphicsrunner.blogspot.com/2008/11/water-game-component.html
This semester I've been taking a class in scientific visualization. It's pretty interesting and it covers a lot of techniques such as color visualization, human vision and color perception, conto...
http://graphicsrunner.blogspot.com/2008/11/scientific-visualization.html
I don't have a new sample/tutorial today. I have been very busy with interviews, research, and school as of late. As this is my last year of school, I've been interviewing with various companies...
http://graphicsrunner.blogspot.com/2008/10/interviews-research-and-future-posts.html
There are a few posts that I have seen other blogs/sites that I think are interesting, and would like to share with anyone who reads my blog. Andy Patrick has a series of useful "efficient devel...
http://graphicsrunner.blogspot.com/2008/07/other-recent-blog-posts.html
Edit: Added the video that I recently made I have to say, I really like variance shadow mapping. It's such a simple(ingenious) technique to implement, but it provides such nice looking resu...
http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-variance-shadow-mapping.html
Last time I introduced using dual-paraboloid environment mapping for reflections. Well now we're going to apply the same process to shadows. So if you haven't looked at my previous post, read...
http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-shadow-maps.html
I recently had to investigate dual-paraboloid reflections at work for an unnamed console. What are these you ask? Great question! :) Lets start with some background. The standard way of cal...
http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-reflections.html
I figured I would release my source for the terrain rendering demo. There aren't that many terrain and atmospheric scattering examples on the net, so I figured I might as well post mine for ...
http://graphicsrunner.blogspot.com/2008/06/terrain-and-scattering-source.html