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MageDx 3D Graphics Engine

Recreating the beauty of reality with 0s and 1s

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MageDx 3D Graphics Engine | magedx.blogspot.com Reviews
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Recreating the beauty of reality with 0s and 1s
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MageDx 3D Graphics Engine | magedx.blogspot.com Reviews

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Recreating the beauty of reality with 0s and 1s

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1

MageDx 3D Graphics Engine: MageDx Level Editor

http://magedx.blogspot.com/2009/06/magedx-level-editor.html

MageDx 3D Graphics Engine. Recreating the beauty of reality with 0s and 1s. Monday, June 29, 2009. A screenshot of MageDx level editor in action. Build upon the MageDx 3D graphics engine and utilizing wxWidgets for the GUI, the MageDx level editor is a WYSIWYG ( W. Editor that allows for fast and easy creation, manipulation and edition of objects in a level. Notable features of the editor includes:. As mentioned previously, everything ( including. Lighting, shadowing and other graphical effects. The deve...

2

MageDx 3D Graphics Engine: December 2010

http://magedx.blogspot.com/2010_12_01_archive.html

MageDx 3D Graphics Engine. Recreating the beauty of reality with 0s and 1s. Sunday, December 19, 2010. Fast Skin Shading Revisited. A screenshot of the free 3D human head scan model provided by Infinite-Realities rendered in MageDx. Sometime last week, i stumbled upon this website called Infinite-Realities. And found out that they are offering a free download of their 3D head scan model. Incidentally around the same time last year, i was working on a skin rendering implementation. The second improvement ...

3

MageDx 3D Graphics Engine: SIGGRAPH 2012 Advances in Real-Time Rendering in Games Presentations Slides

http://magedx.blogspot.com/2012/09/siggraph-2012-advances-in-real-time.html

MageDx 3D Graphics Engine. Recreating the beauty of reality with 0s and 1s. Saturday, September 8, 2012. SIGGRAPH 2012 Advances in Real-Time Rendering in Games Presentations Slides. SIGGRAPH 2012 Advances in Real-Time Rendering in Games presentations slides are finally up online and can be found here. So many interesting presentations, you just gonna have to read them all! Mei De, Koh. Subscribe to: Post Comments (Atom). Weekend Coding: Anisotropic Filtering. Sponza Atrium (Improved Version). Mei De, Koh.

4

MageDx 3D Graphics Engine: March 2014

http://magedx.blogspot.com/2014_03_01_archive.html

MageDx 3D Graphics Engine. Recreating the beauty of reality with 0s and 1s. Friday, March 28, 2014. GTC 2014 Part 1. Mei De, Koh. Subscribe to: Posts (Atom). Weekend Coding: Anisotropic Filtering. After a few weeks of inactivity, i finally took some time off over the weekend to implement anisotropic filtering ( a long overdue feature ). Sponza Atrium (Improved Version). Earlier this month, i visited cryteks website and found out that they are offering an improved version of the sponza atrium 3D model .

5

MageDx 3D Graphics Engine: Experimenting with Screen Space Local Reflections

http://magedx.blogspot.com/2013/07/experimenting-with-screen-space-local.html

MageDx 3D Graphics Engine. Recreating the beauty of reality with 0s and 1s. Monday, July 8, 2013. Experimenting with Screen Space Local Reflections. Recently, i just completed Dead Space 3 ( which is a pretty good game imo. Over the weekend, i had some free time and motivation ( finally! Screen space local reflections (SSLR) off. Screen space local reflections (SSLR) on. Mei De, Koh. This comment has been removed by the author. November 6, 2013 at 10:19 PM. That is really interesting! Earlier this month,...

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My Pseudocode Life: Tech Demo @ Google Play

http://my-pseudocode-life.blogspot.com/2014/12/our-technical-demo-is-now-available-for.html

Friday, December 12, 2014. Tech Demo @ Google Play. Our Technical Demo is now available for download via Google Play. - QN Tech Demo. Labels: nvidia shield tablet. Subscribe to: Post Comments (Atom). View my complete profile. My Nano Reef - Update 8 Day 128. Tweets by @john david uy. Tech Demo @ Google Play. Feed for the Read. Life, Hope and Truth. Church of God, a Worldwide Association. QN Software, Pte. Ltd. MageDx 3D (Meide Koh's Blog). Adam's Venture: The Search for the Lost Garden. House of the Dead.

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: August 2009

http://my-pseudocode-life.blogspot.com/2009_08_01_archive.html

Friday, August 21, 2009. Screen Space Global Illumination: Screen Space Gone Mad. It seems when SSAO (Screen Space Ambient Occlusion) was discovered, the SS goodness kept coming. Back in the days, to only get AO or GI (global illumination) one would either pre-process it then store in vertex color or lightmaps (or go RNM - Radiosity Normal Map. Or use Ray-tracing techniques which is still too framerate heavy to be used in realtime application. For(int i=0; i NUM SAMP; i ). Note that I'm just recoding thi...

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: Back into R&D Mode YEY!

http://my-pseudocode-life.blogspot.com/2013/11/back-into-r-mode-yey.html

Monday, November 4, 2013. Back into R&D Mode YEY! So after slightly over two years of development of our game Fatehunters our team can finally go back to R&D mode. I hope to grab some screenshots or get a video of the current game build and post them here. Until then, expect some updates from me soon (I promise so this time :D ). Subscribe to: Post Comments (Atom). View my complete profile. My Nano Reef - Update 8 Day 128. Tweets by @john david uy. Back into R&D Mode YEY! Feed for the Read. Monkey Island...

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: Second Version of Our NVIDIA Tegra K1 Techdemo

http://my-pseudocode-life.blogspot.com/2014/11/second-version-of-our-nvidia-tegra-k1.html

Tuesday, November 25, 2014. Second Version of Our NVIDIA Tegra K1 Techdemo. This is our second showcase in running our engine in NVIDIA Tegra K1 (Xiaomi MiPad). Here are the new features we have added:. Dual paraboloid shadow map. Advancements have not stopped one bit. Did you use for this your custom BRDF ideas/solutions? November 26, 2014 at 7:20 AM. For this demo, no. But maybe on the actual game. Were deciding on this. It all depends on the art style that our Art Director will choose. Kage, Legend of.

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: July 2010

http://my-pseudocode-life.blogspot.com/2010_07_01_archive.html

Monday, July 12, 2010. Sort of. As the screenshot persists, I'm still tinkering on BRDF. This diagram is based from Oren-Nayar reflection model. Here is a very informative link of a series of lectures. Regarding reflectance and other photometric phenomenon. My implementation is composed of 2 ideas/theories in reducing the Function's complexities. We just add the Phi Incident to the Phi Reflectance. By doing so, we reduce 1D of the BRDF dimension requirements. We then assume that the Incident ligh...The s...

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: May 2011

http://my-pseudocode-life.blogspot.com/2011_05_01_archive.html

Thursday, May 5, 2011. It's been a while since I last posted. I have been busy with some programming stuff at work. Most of which are integration of all the prototypes my team mates have done for our engine. I'm quite happy that things are slowly coming together for our game engine. Tools, FX, lighting, etc. These are the times that I am reminded why I chose this career. (*sniff*). After much drama) I want to showcase some screenshot of the LOSL-BRDF (check my previous posts). Ambient color is black.

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: Our Engine Running on NVIDIA Tegra K1

http://my-pseudocode-life.blogspot.com/2014/10/our-engine-running-on-nvidia-tegra-k1.html

Monday, October 20, 2014. Our Engine Running on NVIDIA Tegra K1. We've hit a milestone! After a week of porting, we managed to run our proprietary engine on Android, more specifically on NVIDIA Tegra K1. This video is our first attempt in exploring the capabilities of NVIDIA's up coming gen flagship chip. This tech demo features a fully deferred rendering pipeline running on OpenGL 4.4 with the following graphical features:. Dynamic lighting (point, spot, directional). Distance and Height fog. Broken Swo...

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: February 2009

http://my-pseudocode-life.blogspot.com/2009_02_01_archive.html

Wednesday, February 25, 2009. Cooking Programmer (ver 0.01) "Home Super-duper Burger". After having much free time at home, I made this unhealthy but perfect. Hunger quencher meal. Enjoy. Home Made Super-duper Burger. With Spicy Cajun Fries. Finely chopped Onion mixed with tomato catsup. Grill burger patties (brush with butter to enhance taste).Slightly grill the burger bun. Place the cheese on top of the burger patties while on grill to slightly melt it. Assemble the burger! 1 tbps Cajun powder. Indiana...

my-pseudocode-life.blogspot.com my-pseudocode-life.blogspot.com

My Pseudocode Life: May 2009

http://my-pseudocode-life.blogspot.com/2009_05_01_archive.html

Thursday, May 28, 2009. My First Deferred Shading: Light Prepass Rendering. Ahh the teapot mesh. the always used but pne of many useful mesh for rendering objects. Especially in prototypes which I am currently doing. Now, without further ado, I give you, MY FIRST DEFERRED RENDERING (drum-rolls). I'm doing a Light PrePass. You can mind-blowingly pack the 3 floats into a 1 and a partial half(just enough to store the sign of the normal.z). I find Reltham via Drilian's (in http:/ www.gamedev....Suggestion al...

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