Some More “Lens Reviews”

08. November 2018 Uncategorized 0
Some More “Lens Reviews”
It’s been almost two years since I wrote my “lens review” on the Projection Optics Company 18″ E.F.. Since then I’ve got several mails and seen some online discussions on it. So I thought I’d do a quick update with some additional wide aperture wetplate lens hacks I’ve been playing with. This article will mainly list some ...

Projection Optics Company 18″ E.F. – “Lens Review”

11. November 2016 Uncategorized 0
Projection Optics Company 18″ E.F. – “Lens Review”
I saw lenses similar to this pop up a few times on wet plate sites and groups, usually surrounded by little concrete evidence on the usability for wet plate, sharpness, coverage, … so this “Review” hopefully helps some people who are considering getting one themselves or wondering what they just bought. Note that there exists ...

Tiled resources in DirectX 11.2

Tiled resources in DirectX 11.2
I’m very proud that our technology demo running on our main product, Granite, was shown as part of the Microsoft //build keynote this morning (A video of the keynote will be posted here). The keynote introduced the DirectX “tiled resources” API as one of the key technologies that enables developers to make games with unprecedented amounts of detail. The ...

Virtual Texturing in HTML5 using WebGL

Virtual Texturing in HTML5 using WebGL
Yay! Our new WebGL demo at http://shumann.elis.ugent.be got listed as a Chrome Experiment. This is basically our island virtual texturing demo from last year ported to WebGL. It’s quite amazing how fast this runs considering it’s just javascript in a browser. Besides running in Chrome, it also runs quite acceptably in Firefox although performance is slower in ...

Brink technical analysis

This post describes some of the technical details of Brink. The PC version of Brink allows a unique look under the hood trough various developer console commands. (See the end of this post for a list of interesting commands). I previously worked on the idTech 4 engine at Splash Damage when they were developing Enemy ...

Virtual Texturing using CUDA

07. October 2009 Uncategorized 0
The first results of my research have finally been made public. You can find our chapter, describing how virtual texturing can be optimized using CUDA, in GPU Pro: Advanced Rendering Techniques (the sucessor to the popular ShaderX series of books). For more information on this book also check out the blog . A poster presenting our work was also ...

Working @ Barco and OceanWaves

11. March 2007 Uncategorized 0
Working @ Barco and OceanWaves
I started my new job at Barco Aerospace a while ago. I’m working there as a developper for avionics solutions. It’s a step away from computer games and graphics but it has been a very interesting experience so far. On the OceanWaves front, I am planning to release a 64bit version soon. Also, here is a nice ...

OceanWaves 3ds Max Plugin

06. December 2006 Uncategorized 0
The plugin was made shortly after I finished my thesis and is based on the same “Tessendorf” Ocean wave simulation math. I finished and cleaned it up a while ago but then forgot about it again. And now finally managed to realease this plugin! Head to the ocean waves page to download.