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 ...
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 ...
So one of the handy thing you need for wetplate work is a silver nitrate dip tank. A lot of people seem to be using the tanks available from several commercial providers. While I’m sure they offer very professional, good quality products, they seem to be a bit pricey to me for what’s basically a ...
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 ...
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 ...
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 ...
A video of the virtual texturing demo we have been working on is now available. This is all rendered in real-time at full HD resolution without any visual popping or texture loading.
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 ...
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 ...
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.