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Get to know mbeat...  
Full Name Marius Bjørge
Nickname mbeat 
State/Province, Country Sor-Trondelag   Norway
GD Gathering City Trondheim, Sor-Trondelag, Norway
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Job Title Rendering programmer 
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21  
Member Since 7/15/2007 7:53:36 AM
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Some recent topics started on our forums
DXProf Posting this very nice tool here for a friend of mine. DXProf injects itself into applications that use Direct X for rendering. It analyzes each draw call in every frame and displays performance statistics for those draw calls, overlaying it over... 
Posted February 25, 2010 9:22:36 AM
Screen Space Water Just some recent screenshots from my new water rendering approach. The water is based on volumetric fog and no geometry is rendered for the water - it's a postprocess screen space effect. The method fits perfectly into my deferred shading render... 
Posted February 19, 2008 11:44:21 AM
ATI GLSL bug? I'm having some rather "fun" problems making my application run on ATI hardware. I'm currently on a Vista laptop with a ATI Mobility X1600, and all the latest drivers. Now the problems... 1. Having a variable access an array: for (int i... 
Posted December 21, 2007 7:15:03 PM
Terrain engine This is my terrain engine developed in C++ using OpenGL. Current features include: * Geomipmapping * HDR * Ambient aperture lighting for terrain selfshadow * Stores terrain in VBO using two-float array and unpacks in vertex shader * Atmoshper... 
Posted July 23, 2007 9:37:14 AM
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Some recent replies made on our forums
DXProf Quote:Original post by spookycat Tried it but it doesn't do anything at all when I run it on a Windows 7 64bit machine, no window, no task or process shows up in the task manager. Website says it should work on a 64bit machine. Strange, i... 
Posted February 25, 2010 10:12:24 AM
Rendering Water as a Post-process Effect Great article! It's actually the very same algorithm I used in one of my demos 1,5 years ago. :) http://www.gamedev.net/community/forums/topic.asp?topic_id=482962 A trick you can use to improve performance in certain scenarios is to gen... 
Posted June 8, 2009 11:13:54 AM
Screen Space Water Quote:Original post by Antoche Nice images. Have you seen this: http://artis.imag.fr/Publications/2006/BD06a/ ? No, have not seen this. Interesting, but they don't use a screen space approach. Very impressive caustics! 
Posted February 28, 2008 6:08:54 AM
Screen Space Water Quote:Original post by Martin Thanks for the cool vids, particularly vid2 is quite convincing of displacement. I think you've invented a very cool technique, it shares alot with parallax mapping (Iteration on a heightfield) but being deferre... 
Posted February 26, 2008 5:57:36 AM
Screen Space Water Martin: Obviously you won't get real displacement, but it adds depth to the waves - much more so than parallax mapping would. I'm also working on adding a shadow effect on the waves - I think this will make it look even better. 
Posted February 22, 2008 8:30:03 AM
Screen Space Water Thank you all for your interest! Been very busy lately with a seminar, will have more time this weekend :) Now, to answer some of your questions: soconne: Hopefully over the weekend :) pixelperfect: The water plane is only loosely define... 
Posted February 22, 2008 8:17:52 AM
Screen Space Water Sorry, been busy today so havn't had a chance to reply until now.. Thanks for all your replies! pixelperfect: I wouldn't say it's competing with geometry displacement - it's just another approach. Hodgman: Yeah, it works like this: 1. Get... 
Posted February 20, 2008 12:36:41 PM
Screen Space Water @pilo: Thanks! Sorry, no demo available at the moment. @funkymunky: Currently no realistic interaction, just dueling heightmaps :) @pixelperfect: No, not parallax mapping.. Just uploaded a video (poor quality though): http://video.goog... 
Posted February 19, 2008 3:05:53 PM
ATI GLSL bug? Quote:Original post by V-man 1. The error message maybe indicating something is wrong with the shader pair (VS, FS). I can't just say it is a driver bug because I don't see all of the code.Well, even this code didn't work: void main() { float... 
Posted December 22, 2007 11:21:17 AM
Drawing alpha-tested foliage nicely (WARNING: image heavy) I don't get any fringes at all, just smooth edges.. screenshot 
Posted July 27, 2007 5:26:27 AM
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