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Get to know genesys...  
Full Name Matthias 
Nickname genesys 
State/Province, Country Unknown Region   Switzerland
GD Gathering City Zurich, Unknown Region, Switzerland
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Homepage URL http://neo.cycovery.com 
ICQ ID 48235895 
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Member Since 6/22/2005 8:45:40 AM
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Some recent topics started on our forums
how to search for existing game-mechanic related patents? Hi! I know there are plenty of patents filed to protect certain game mechanics. Stuff like a "sanity meter" (displaying how sane your character is) or minigames during level loading are protected. How can you efficiently search for such game re... 
Posted September 8, 2010 12:20:06 PM
openGL ES 1.0 - chosing mipmap level Hi! Mipmapping is a good thing, it gets rid of some aliasing. However, it also blurs out details pretty much. Especially if anisotropic mimapping is turned off (due to device limitations or performance reasons). I'd like to know whether there's... 
Posted August 20, 2010 8:48:46 AM
3D Bullethell Collision Detection What's the computationally best aproach to have a lot of bullets (volumeless 3d points with position and velocity) collide with 3D objects? At the moment, in each timestep, i subscribe all bullets into a 3D grid Then, for each gameobject { i... 
Posted February 4, 2010 5:24:17 PM
cheap LOD level selection function Hi! can someone tell me a cheap function to select a LOD level which bases on square distance but also camera angle? currently I transform two worldpsacepoints using the current modelview and projection matrix to get the onscreen size... 
Posted January 18, 2010 11:19:52 AM
KD-Tree traversal (traytracing) am I missing a case? Hi! i try to traverse a 3D KD-Tree in my raytracer. The Tree is correct, but there seems to be something wrong with my traversal algorithm since i'm getting some errors compared to using bruteforce (some small surface areas seem to get ignored). N... 
Posted December 5, 2009 9:48:12 AM
texture minification filter in raytracing Hey There! can someone point me to a paper/algorithm/resource/whatever that tells me how to implement a texture minification filter (applies when texels are smaller than pixels) in a raytracer? (i'm not interested in realtime rasterisation. Minifica... 
Posted November 29, 2009 11:27:48 AM
raytracing: calculating tangent and binormal at triangle intersection Hey there! I would like to calculate the tangent and binormal of the texturespace at an intersection point. i.e. i want to calculate two vectors where one describes the direction in which the u component of the texturecoordinates grows the fa... 
Posted November 16, 2009 10:17:23 AM
Raytracing + bucket rendering + adaptive antialiasing Hey There! Gamedev is probably not the right place to ask about raytracing, but i guess many people knowing about realtime graphics also might have know about this... my question is: If you build a raytracer with bucket rendering and want to... 
Posted November 13, 2009 2:49:03 AM
free dds volume textures of objects? Hey there! I'm looking for volume textures in dds format to test my volumerenderer. But no abstract things (like noise or so) but rather 3D scans of objects, anatomical models, machines and so on. I already have a CT scan of a head from th... 
Posted October 7, 2009 2:28:08 AM
glGet - synchronisation hey there! I'd like to know - does glGet always synchronize CPU and GPU? also for example if i query the currently set modelview matrix with glGetFloatv? What other commands do synchronize GPU and CPU? (i'm asking particularily about openGL ES... 
Posted August 27, 2009 10:01:19 AM
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Some recent replies made on our forums
openGL ES 1.0 - chosing mipmap level figured it out! :) glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, value ); let's you set a bias to the chosen miplevel. the bias is applied for the currently active texture unit. A value of -0.7f wor... 
Posted August 20, 2010 9:57:18 AM
3D Bullethell Collision Detection hey and thanks for your replies. I know acceleration strctures such as oct and KD trees. however, i think they'll not apropriate here, since my bullets move (the octtree would have to be altered in each frame also - i'm not testing rays, but sp... 
Posted February 5, 2010 4:53:39 AM
cheap LOD level selection function @darragh: i already do something like this. i have the boundingsphere and i create two points at either side of the object (seen from the camera direction) and transform those two points into screenspace and measure distance. But this requires... 
Posted January 18, 2010 2:28:13 PM
cheap LOD level selection function Hey and thanks for your answer maybe i was not clear enough about this. It doesn't matter whether it's centered, on the edge of the screen or off screen or whatever. a LOD level should be chosen by the size the object appears on scree... 
Posted January 18, 2010 1:17:31 PM
KD-Tree traversal (traytracing) am I missing a case? Hey and Thanks for your reply! I already heard about using a stack in KD tree traversal instead of recursion. But why should this be any faster? since a normal KD-Tree usually has a depth of only 10-40 so the size of the callstack shouldn't b... 
Posted December 5, 2009 2:38:56 PM
Realtime stereoscopic reproduction of pre-rendered images This is very interesting! I'd really like to know how you're doing it? I could think of some kind of kind of LightField rendering? however - i can't see any artifacts which are common for LightField rendering.. please - tell something about your a... 
Posted November 14, 2009 1:39:43 PM
Sorting for transparency you can also sort them front to back and render them using front-to-back compositing (with help of the framebuffers alphachannel). thisway you can discard fragments which do not contribute to the final pixel color significantly 
Posted November 14, 2009 7:04:38 AM
Raytracing + bucket rendering + adaptive antialiasing hey krypt0n thanks for your reply! I already thoght of doing it in multiple passes - however, I wonder how renderers like mentalRay are doing it (since mentalRay finishes each bucket completely) 
Posted November 13, 2009 3:37:33 AM
calculate pixelsize on screen from boundingsphere Erik: something like that i'm looking for, but simply radius/distance*screensize can't be correct, since the size on screen is also dependant on camera angle (smaller angle will result in larger size on screen, even with same distance... 
Posted August 23, 2009 1:01:17 PM
Flash and JavaScript 3D with Sandy-HX director (shockwave 3D) also supports javascript 
Posted August 22, 2009 8:05:42 AM
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