Intel sponsors gamedev.net search:
The site is presently in a read-only mode while we perform some internal maintenance. Thank you for your patience.
Control Panel Register Bookmarks Who's Online Active Topics Stats FAQ Search


Get to know _SergeyK_...  
Full Name Sergey 
Nickname _SergeyK_ 
State/Province, Country Saint Petersburg City   Russian Federation
GD Gathering City Kolpino, Saint Petersburg City, Russian Federation
Contact Info
Homepage URL http://www.linderdaum.com 
ICQ ID  
AIM ID  
Yahoo IM ID  
Current Occupation
Job Title  
Job Description  
Other Interesting Details
Rating 1032  (Rate this user)
Number Of Posts
In our forums
18  
Member Since 3/9/2009 12:00:37 PM
ContributionsContact Us if a contribution of yours isn't listed
Send a Private Message to this user...

Some recent topics started on our forums
Linderdaum Asteroids We would like to present our Asteroids game powered by Linderdaum Engine, that took part "Shoot'em up contest" at GameDev.ru The demo with the complete source code is available from http://www.linderdaum.com 
Posted January 4, 2011 11:27:48 AM
Computed tomography data rendering using GPU accelerated raycasting Linderdaum Engine generates images from 3D and 4D computed tomography datasets using the method known as GPU accelerated volume ray casting. It is a straightforward method that utilizes capabilities of modern video cards and is ready for next-generat... 
Posted April 8, 2009 9:05:32 PM
Direct volume rendering via GPU accelerated raycasting These are a couple of screenshots from Linderdaum Engine volume rendering demo. Our direct volume renderer is implemented using OpenGL and GLSL. Raycasting is done in a fragment program. It can handle: o 3D and 4D datasets o nVidia GeForce... 
Posted March 9, 2009 1:22:38 PM
View All Topics Started By This User

Some recent replies made on our forums
Volumetric and polygonal rendering together Linderdaum Engine (http://www.linderdaum.com) has this possibility. Ask at their forum if you have particular questions. 
Posted August 10, 2010 3:38:24 AM
GPU raycasting How do you cast a ray inside a glass material? 
Posted April 15, 2009 12:02:55 PM
Computed tomography data rendering using GPU accelerated raycasting Quote:Original post by taby That's really cool. Do you plan on implementing transparency? We already have one: Opacity accumulation (without high-frequency transfer functions) is much simpler to implement than quality isosurface... 
Posted April 11, 2009 5:21:22 AM
true 3D voxel engine for Nintendo DS Quote:Original post by HugoSmits ah, I see now! :) that sounds like a pretty good approach indeed. I thought you where doing something similar to this engine; http://www.thermite3d.org Ahh, they are doing isosurface extraction. We don't. Though o... 
Posted April 10, 2009 4:50:44 PM
OpenGL 3.0 frameworks Works fine on my machine: NVIDIA Corporation 3.0.0 
Posted April 10, 2009 3:42:43 PM
true 3D voxel engine for Nintendo DS Quote:Original post by _SergeyK_ My framerate heavily depends on the scene (how many voxels are visible) and on which machine (DS/DSi) you run it. But on average I get between 30 and 50 FPS. The resolution is 256x192 (which is the... 
Posted April 10, 2009 3:37:14 PM
true 3D voxel engine for Nintendo DS Quote:Original post by HugoSmits I can render the same amount of data (models of 256x256x256) on my Nintendo DS using less than 4 MB RAM, no GPU and a ARM9 (67MHz) processor. But 256x256x256 gives 16 Mb...What did i miss? :O Btw. in what r... 
Posted April 10, 2009 2:14:12 PM
OpenGL 3.0 frameworks Quote:Original post by bubu LV What do you mean by that? Starting from Catalyst driver v9.1 OpenGL 3.0 context can be created and used on any ATI HD card. Starting from HD2400 up to HD4870. I meant AMD 1x00 series don't support OGL 3. 
Posted April 10, 2009 1:00:50 PM
Direct volume rendering via GPU accelerated raycasting Check out isosurfaces rendering capabilities: http://www.gamedev.net/community/forums/topic.asp?topic_id=530876 
Posted April 10, 2009 12:57:33 PM
true 3D voxel engine for Nintendo DS On current-gen GPUs with decent pixel shading pipeline you can do a raycasting in a pixel shader. That is pretty straightforward and gives impressive results compared to what can be done in software.  
Posted April 10, 2009 12:55:31 PM
View All Replies Made By This User