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Get to know mtlung...  
Full Name Ricky Lung
Nickname mtlung 
State/Province, Country Unknown Region   Hong Kong
GD Gathering City Heung yuen wai, Unknown Region, Hong Kong
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Homepage URL http://mtlung.blogspot.com/ 
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Job Title Game Engine Engineer 
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Rating 1015  (Rate this user)
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7  
Member Since 9/12/2008 11:33:54 PM
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Some recent topics started on our forums
Accumulative Screen Space Ambient Occlusion This is my attempt to combine Real-Time Reprojection Cache and Screen Space Ambient Occlusion. Using such caching scheme, the spatio-temporal coherence nature of the SSAO algorithm can be exploited. You can download the demo with shader source here a... 
Posted March 9, 2009 1:09:20 PM
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Some recent replies made on our forums
Accumulative Screen Space Ambient Occlusion I wasn't aware of the similar technique that Unreal was already using at the time I develop my algorithm. What inspired me was an article talking about how to amortize an integration process across consecutive frames http://www.cse.ust.hk/~psander/... 
Posted November 7, 2010 10:59:14 AM
Accumulative Screen Space Ambient Occlusion Hi, the ASSAO demo is came along with the open source engine http://code.google.com/p/mcore3d/ Currently there is only a very limited external documentation about the engine on the wiki, so feel free to ask if you have problem building and... 
Posted December 7, 2009 9:57:42 PM
Vector-matrix multiplication with SIMD First of all, you need to understand that most SSE operation require the memory oprend to be 16 byte aligned. If not, hardware exception will throw. The instruction movups you are using is the alignment free version of movaps, therefore it can accept... 
Posted March 15, 2009 9:32:10 PM
Accumulative Screen Space Ambient Occlusion Hi, I have just added a mirror to the demo http://rapidshare.com/files/208178129/ASSAO.7z. Sorry for the inconvenience. 
Posted March 11, 2009 9:38:20 PM
Accumulative Screen Space Ambient Occlusion Quote:Original post by n00body EDIT: I found that replacing "N" in the loop with 32 to disable the fix for cache-hits allowed the program to run, but gave me the following results. I suspect there is something wrong with the precision of depth buff... 
Posted March 10, 2009 11:30:46 PM
Accumulative Screen Space Ambient Occlusion Hi and thanks to all! Quote:Original post by shirsoft Really nice. How fast does it run? In a typical scene, the demo runs at ~250 fps at 1024x768 on my GeForce 9600 GT. But if you zoom in the camera, it will run slower because the sampling i... 
Posted March 10, 2009 11:34:21 AM
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