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by Brombear
Mon Jun 16, 2008 10:41 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

:evil: Is it really necessary to scale these image soo small these days ? There's little to nothing left that leaves the desire to click on the link :(

Matthias
by Brombear
Mon Jun 16, 2008 10:29 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

You asked for it :P . We have much better ones than these, but no permission to publish them yet.

Image

Image

Regards

Matthias
by Brombear
Mon Jun 16, 2008 10:06 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

squeen wrote:Hey, let's see some VRED images!


Do you think you can handle it :twisted: ?

Matthias
by Brombear
Mon Jun 16, 2008 6:07 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

What's your idea on dealing with the noise ?

Regards

Matthias
by Brombear
Thu May 22, 2008 6:14 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

HP, Dell, FSC and others do not make 8 socket machines, the demand is simply too small. The AMD opteron based machine is from Megware ( http://www.megware.com ) a german clustering specialist in the field of HPC. The board(s) inside should be from tyan ( a 4 socket motherboard ) connected via a dire...
by Brombear
Thu May 22, 2008 4:57 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

The ray tracing algorithm is amazing simple. I've heard that someone once printed one on the back of a business card. There are nuisances to be sure...mostly associated with speeding the darn thing up. As we developed ours over the past two months, I was shocked at the orders of magnitude speed up ...
by Brombear
Mon May 12, 2008 6:38 am
Forum: SGI: Computer Graphics
Topic: Sgi cube for 3ds max
Replies: 12
Views: 2278

Re: Sgi cube for 3ds max

Not that I know much of blender or 3dmax anyway, but I would look for a more neutral format like obj or vrml, I am sure that both can read and write them.

Welcome to the wonderful world of file formats.

Matthias
by Brombear
Mon Feb 11, 2008 7:50 am
Forum: SGI: Development
Topic: Missing math_core.h
Replies: 8
Views: 324

Re: Missing math_core.h

Hi,

Never heard of math_core.h and things in an internal Subdirectory should be non-standard. You have to remember that the IRIX compilers are quite old these days, I guess your best bet would be to look into gcc's implementation of this function and copy or reimplement it.

Good luck

Matthias
by Brombear
Thu Nov 29, 2007 10:26 am
Forum: SGI: Development
Topic: stellarium svn link problems
Replies: 5
Views: 597

Re: stellarium svn link problems

As far as I remember it is the separate iostreams library on IRIX. Linux systems have an internal iostreams library. But I may be wrong with my guess its quite some time when I was writing software on IRIX.

Matthias
by Brombear
Wed Nov 28, 2007 10:45 pm
Forum: SGI: Development
Topic: stellarium svn link problems
Replies: 5
Views: 597

Re: stellarium svn link problems

Maybe you need to add the Cio library ? iostreams under MipsPro are somewhat different.

Matthias
by Brombear
Sat Nov 24, 2007 9:24 am
Forum: SGI: Computer Graphics
Topic: Looking for an expert...
Replies: 5
Views: 539

Re: Looking for an expert...

Multipass Rendering ... Edge Detection .. Glow Effects ... but not really easy to do in realtime .... probably offline rendering.

Matthias
by Brombear
Fri Oct 05, 2007 5:33 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

I #define the number of lights to loop over at the top of the fragment shader code. Going all the way up to 8 (I actually have 10 vehicle lights I need for one scenario, but I realized that via uniforms I can go past the OpenGL 8 light maximum) greatly increases the shader's compile time and slows ...
by Brombear
Fri Oct 05, 2007 3:35 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

@Squeen Thanx for your kind words. Sorry I am not sure, but I don't think, its hard to describe metallic effects with a simple BRDF. You would need some kind of BTF stuff, but this is currently no topic. How many light sources do you simulate within your shader ? Did you profile them ? You can gain ...
by Brombear
Thu Oct 04, 2007 11:29 pm
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

Brombear, alludes to all the sticky areas in his post above (but radiosity != ray trace as I understand the terms). The difference between radiosity and raytracing can be expressed easily, only with raytracing you can get real reflections while you need radiosity to get soft shadows. What we are do...
by Brombear
Wed Oct 03, 2007 6:23 am
Forum: SGI: Computer Graphics
Topic: Through the Looking Glass
Replies: 109
Views: 9937

Re: Through the Looking Glass

Hey, that looks really nice. If you can limit your scenario so it fits, it will be a good solution. For all others only realtime raytracing will be the solution. But the requirements to code it yourself are completely different: - SIMD coding (adieu readability) - acceleration structures (balance be...

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