ACMR
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...
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...
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...
Hardware tessellation is probably the most notable feature of Direct3D11. Direct3D11 was announced at the last Gamefest and a technical preview was released in ...
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...
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...
One of the problems when implementing displacement mapping is dealing with texture seams. Texture seams are discontinuities in the parameterization. These disco...
I just realized that Microsoft recently released the Gamefest presentations, and that most of them are accompanied with audio recordings, including my talk abou...
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...