stoopdapoop's profile picture. Rendering Engineer
@ Wildlight Entertainment

Javad Kouchakzadeh

@stoopdapoop

Rendering Engineer @ Wildlight Entertainment

Javad Kouchakzadeh 님이 재게시함

Mikkelsen, Practical Real-Time Hex-Tiling. jcgt.org/published/0011…

JCGT_announce's tweet image. Mikkelsen, Practical Real-Time Hex-Tiling. jcgt.org/published/0011…

Javad Kouchakzadeh 님이 재게시함

Nobody knows how much games cost to develop, how they’re developed, and how game design works.

s3rioussam's tweet image. Nobody knows how much games cost to develop, how they’re developed, and how game design works.

Javad Kouchakzadeh 님이 재게시함

20 years later, this is still my favorite uv-packing algorithm www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/…

pixelmager's tweet image. 20 years later, this is still my favorite uv-packing algorithm www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/…

Javad Kouchakzadeh 님이 재게시함

for(float i,g,e,s,k=t*.1;++i<99.;o.rgb+=hsv(s/15.+.5,.3,s/1e3)){vec3 p=vec3(g*(FC.xy-.5*r)/r.y+.5,g-1.);p.xz*=rotate2D(k);s=3.;for(int i;i++<9;p=vec3(2,4,2)-abs(abs(p)*e-vec3(4,4,2)))s*=e=max(1.,(8.-8.*cos(k))/dot(p,p));g+=min(length(p.xz),p.y)/s;s=log(s);} #つぶやきGLSL


Javad Kouchakzadeh 님이 재게시함

trains


Javad Kouchakzadeh 님이 재게시함

Not wearing pants on a zoom call is frustum culling


Javad Kouchakzadeh 님이 재게시함

歩くオカメインコはかわいい(*^^*)


Javad Kouchakzadeh 님이 재게시함

the old lfo trick to get stable sin & cos waves still amazes me, especially as it looks like a complex multiplication done wrong: c-=a*s; s+=a*c; that's it! start with c=1,s=0, a small constant. fp errors cancel, stable forever. note no temp copy of c/s in update!feels like magic


Javad Kouchakzadeh 님이 재게시함

Just today... I found a stack of old tapes and discs that we filmed from past fighting game events (early 2000s). Check out this alternate viewpoint from one of the legendary moments in competitive gaming history... youtu.be/Kg1xPOUn7vQ


Javad Kouchakzadeh 님이 재게시함

A map from the unit square to the unit circle, without trigonometry, that I found in this paper arxiv.org/ftp/arxiv/pape… . I reduced and simplified to just v = maxcomp(abs(v))*normalize(v) Not for sampling, but great for geometry. Presumably works in 3D! shadertoy.com/view/3dsSWs

iquilezles's tweet image. A map from the unit square to the unit circle, without trigonometry, that I found in this paper arxiv.org/ftp/arxiv/pape… . I reduced and simplified to just

v = maxcomp(abs(v))*normalize(v)

Not for sampling, but great for geometry. Presumably works in 3D!

shadertoy.com/view/3dsSWs

Javad Kouchakzadeh 님이 재게시함

Made some more progress with my river render. Switched from using advected textures to Stefan Jeschke's Siggraph 2018 Wave Profile ideas. Looks much richer! #screenshotsaturday


Javad Kouchakzadeh 님이 재게시함

All right guys! Let's start posting and sharing links useful for guys who want to get into physical simulation in computer graphics!!! I'll start below!!!


Javad Kouchakzadeh 님이 재게시함

PICA PICA - Real-time raytracing experiment with self-learning AI agents, using the new @DirectX12 Raytracing API (DXR) in our Halcyon R&D engine! youtube.com/watch?v=LXo0Wd…

seed's tweet card. SEED - Project PICA PICA - Real-time Raytracing Experiment using DXR...

youtube.com

YouTube

SEED - Project PICA PICA - Real-time Raytracing Experiment using DXR...


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