Recent content by Jodi

  1. J

    Starting a new job at Imagination/PowerVR

    Has doughnut day been replaced by pancake day?
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    John Carmack PCGamer interview...next engine to have "unique texturing on everything"

    I would have thought that level design, like alot of other design work, would be iterative in nature. So its quite possible for someone to want to change the geometery even though its "final", because they are tweaking and improving the design. Having the geometry done before the texturing...
  3. J

    Multithreaded design

    I remember reading an artical on how Valve manages wirting multithreaded code (with demos to reporters on their partical system using a quad core -> real rain). Generally they do coarse grain and fine grain multi threading. Coarse grain for stuff like GPU setup, or the sound system, and fine...
  4. J

    PowerVR Athena ? ....a few thoughts

    blah Hmm, my share options might have been worth something afterall... You can follow my holiday at http://geriandricky.maxwells.net.nz/ got a nice embarassing story there too. Congrats on that Intel deal. Does it have anything to do with the AMD+ATI thingie? Is there any new tech in...
  5. J

    PowerVR Athena ? ....a few thoughts

    Hey Guys, Just noticed another powerVR thread and thought I would say hi! Just come back from a holiday in South America. Lots of fun.
  6. J

    visual comparison of current graphics cards

    Where is the 9800 se?
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    Next gen graphics and Vista.

    I always thought the geometry shader is the only shader that is allowed to create or destroy verticies and triangle lists. But that is just a stab in the dark. *stab* *stab*
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    Whats needed for character/facial Photo Realism?

    Well, Getting a face to look real is pretty darn hard. Because it is a major part of person recognition, the brain can easily pick out any inconsistancies in faces to make it look "weird". So, to get photorealism with faces is pretty much a holy-grail of rendering from what I could...
  9. J

    WGF 1.0 requirements

    Haha, I love the "confidential" at the bottom right of that picture :-)
  10. J

    Vertex-texturing, use and performance?

    The demo was written before any HW was available. I _believe_ that the NV40 didn't cap the texture formats used by the demo, and therefore didn't run. However thats all off the top of my head. Kristoph?
  11. J

    Vertex-texturing, use and performance?

    If you get down to the guts of it, vertex texturing allows you to have a fudge load of information available on a per vertex basis. The vertex texture could contain the actual vertex position, or could be used for vertex data compression or something. Heck, the PowerVR cloth demo uses the vertex...
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    Subsurface scattering and partial translucency...?

    Haha, walking home from work I realised I didn't quite get my point across. SSS and self shadowing, and all other stuff can be done nicly using SH or even PRT, however from what I understood, it all broke down if the mesh wasn't static. We at least it did for SSS. Unless I missed a paper...
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    Subsurface scattering and partial translucency...?

    You need lots of samples for SSS I did a bit a reseach on SSS for a ShaderX3 proposal before I gave up (and got a job instead). The maths pretty much boiled down to this: -For each texel, grab all the texels within a radius r. Where r is the radius where SSS has a visible effect, measured...
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    something cool is coming...

    Grasping at straws Is it PowerVR Series 6?
  15. J

    How to render realistic human faces?

    Don't forget the eyes! Doom3 looked really pretty, except the eyes looked dead. Eyes have a film of water over them, so are shiney, they also are not a pure sphere (lens bulge), and don't forget the iris detail, and blood vessles in the eye. And all this, just for the eye!
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