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I am a Programmer
Craig M
18/Male/United States
Why I Am Here
- To Why not?
Last Visit: 2 days ago
Craig M
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When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly
Awe sweet! Its my first time trying to model a tree for a class. Its coming out so so. lol.
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When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly
heya, about your posts on various forums about subpixel accuracy, googling for that term should reveal exactly what you're after
the basic idea is to draw your accumulation "dot" at real-valued co-ordinates, doing a floor and a ceiling for the lower and upper integer bounds respectively, then at each covered pixel using the fractional offset to blend between the 4 affected neighbouring pixels to add to the current integer pixel location.
since gpus do pretty much exactly that (bilinear filtering), you basically make a floating point backbuffer and pass a whole bunch of additive quads to opengl/d3d, letting the gpu do the nasty business of clipped subpixel rasterisation and accumulation, since it typically has several hundred gigabytes of memory bandwidth and hundreds of megs of unused memory for such buffers. the cpu is free to just make point lists...
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I think in algorithms that generate algorithms recursively.
Software Developer: [link]
Game Programmer: [link]
Hurler: [link]
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When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly
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I think in algorithms that generate algorithms recursively.
Software Developer: [link]
Game Programmer: [link]
Hurler: [link]
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When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly
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do NOT click there !
.
do NOT click there !
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Mathilde.
Excuse-me for my mediocre english... ^_^
Gallery: [link]
thank you for the
I appreciate
See u
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DD : [link]
~long-expOsure-Club - =NaturPics-club - =Wonderful-World - ~eye-see-all
the basic idea is to draw your accumulation "dot" at real-valued co-ordinates, doing a floor and a ceiling for the lower and upper integer bounds respectively, then at each covered pixel using the fractional offset to blend between the 4 affected neighbouring pixels to add to the current integer pixel location.
since gpus do pretty much exactly that (bilinear filtering), you basically make a floating point backbuffer and pass a whole bunch of additive quads to opengl/d3d, letting the gpu do the nasty business of clipped subpixel rasterisation and accumulation, since it typically has several hundred gigabytes of memory bandwidth and hundreds of megs of unused memory for such buffers. the cpu is free to just make point lists...
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