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 pro_optimizer...  
Full Name  
Nickname pro_optimizer 
State/Province, Country Berlin   Germany
GD Gathering City Berlin, Berlin, Germany
Contact Info
Homepage URL  
ICQ ID  
AIM ID  
Yahoo IM ID  
Current Occupation
Job Title  
Job Description  
Other Interesting Details
Rating 1025  (Rate this user)
Number Of Posts
In our forums
15  
Member Since 3/25/2007 7:02:48 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
A shocking thought experiment One thing which has been bugging me for a while is the following. We assume that we can, with reasonable accuracy, simulate the underlying processes of the human brain. Folding@Home would be a good example. Now, it is of course totally out of re... 
Posted August 21, 2008 4:52:45 PM
Cascaded Variance Shadow Mapping Cascaded variance shadow mapping test from my current toy engine (4 segments, 1024x1024). Obviously, the next step will be to add SSAO... :-) The model was made by Ansel Hsiao, posted at www.scifi3d.com. Edit: Adding a few more pics to please t... 
Posted July 2, 2008 10:05:22 AM
What are good estimates of renderer (UE3, CryEngine1/2, ...) overhead? Hello folks, do you have any ballpark estimations of what the overhead of the renderer architecture of a typical state-of-the-art engine (such as the mentioned ones) is? I'm thinking about shader-heavy scenes, with many different materials a... 
Posted May 16, 2008 2:33:22 PM
View All Topics Started By This User

Some recent replies made on our forums
A shocking thought experiment Quote:Original post by slayemin Well, technically, you never experience the future. The future is a moment in time which is always yet to come. Instead, you experience the moment right now. The future becomes the now which then becomes the past all... 
Posted August 22, 2008 7:20:57 PM
A shocking thought experiment Quote:Original post by owl Let me see if I'm following... Is this topic about the moral implications of real people deciding upon a virtual human being's life? Or about how many beers you had until right now? My bet is 1 lt. max. 2 dollars. ... 
Posted August 22, 2008 8:37:04 AM
A shocking thought experiment Quote:Original post by Sneftel You make a good point. And to that extent, I agree with you: Preservation instinct, viewed rationally, is nothing more or less than altruism towards a future self. Given a choice between amnesia or death, I would choos... 
Posted August 21, 2008 5:25:34 PM
A shocking thought experiment Quote:Original post by Sneftel Quote:What difference does it make for him, if we generated new snapshots or not. He will never know if we did. That doesn't follow. If I announce a plan to plant an atomic bomb that will destroy the world in 2108, wh... 
Posted August 21, 2008 5:04:33 PM
Free will or predestination? Good to see that the space of opinions on this is so nicely partitioned. It seems that the free will debate, in the sense of uncaused, unpredictable, but nevertheless personality-, morale-, or whatever-driven free choice is very close to the... 
Posted August 19, 2008 10:22:42 AM
Free will or predestination? What is sad about a deterministic universe? To me, a (mathematically) deterministic universe means: a) My thoughts and actions are emerging according to a set of fixed rules, based on prior state such as my memories, personality, future & pa... 
Posted August 18, 2008 9:52:46 AM
OpenGL3.0.. I mean 2.2 Wow, that is in fact a massive letdown. Though, I interpret this as an artifact of the upcoming paradigm shift in graphics, introduced by Larrabee et al. ... Makes me think that the DirectX story is far from being told with Microsoft adding Comput... 
Posted August 11, 2008 1:47:49 PM
Cascaded Variance Shadow Mapping Quote:Original post by damsku -How many cascades are you using? -What's the size of the shadow map for each splits? -Do you render each split in a separated pass or do you render all the splits in the same pass with different targets? -What's t... 
Posted July 7, 2008 10:10:35 AM
Cascaded Variance Shadow Mapping So here are a few more pictures, this time showing more shadow "action". I also added SSAO a few minutes ago, i.e. expect artifacts ;-) The last one shows the shadow resolution. The other 3 pics were taken with ordinary VSM,... 
Posted July 6, 2008 2:40:54 AM
Cascaded Variance Shadow Mapping The ship is 4.7 million vertices, and 640 meshes (i.e. not exactly built for real time use). Currently, the scene runs at ~5 fps, but it's totally not optimized and tested on a GF 7600GS. It should be possible to reach ~25 fps with that card, w... 
Posted July 2, 2008 11:35:58 PM
View All Replies Made By This User