Category Archives: General

The Witness Blog

Jon has recently started a development blog about The Witness, the game that we have been working on during the last few months. So far there are a few posts about the technology and the aesthetics of the game and I’ll soon write a bit more about the global illumination implementation in some more detail. [...]

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OpenNL 3.0

GPGPU.org takes note that OpenNL 3.0 has just been released and that this new version comes with support for CUDA. That’s certainly interesting, but for me the biggest news is that the library is now under the BSD license and thus can be used in a wider range of projects. I guess it’s time to [...]

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Biking

I’ve been biking around Davis since I bought my new road bike. It’s a very nice experience. There are many nice country roads around here (see this great map of the area) and the weather is always friendly. I really like biking towards the mountains, because I can easily see my progress. I’m now able [...]

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Efficient Substitutes for Subdivision Surfaces

Our siggraph course has been accepted and is finally up on the siggraph website! Here’s the brief description of the course:
An overview of the most recent theoretical results and their implementations on the current and next-generation GPUs, and a demonstration of applications in the gaming and movie industry.

We will bring together participants with different backgrounds: [...]

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Standing Desk

Spending most of the day seated seems to aggravate my sciatic pain. The pain is worst when standing up after spending a few hours seated in the same position. One solution that I’ve found is to work standing up; it was a bit tiring initially, but one quickly gets used to it and any discomfort [...]

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NVIDIA Texture Tools 2.0.6

Yesterday I released another revision of the stable branch of the NVIDIA Texture Tools. I recommend everybody to upgrade, since it fixes some bugs and artifacts, and improves compatibility with current and future CUDA drivers. Starting with this release I’m planning to provide a verbose description of the changes in each release. So, here it [...]

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GDC’09

I’ll be at GDC next week from Tuesday to Friday. I’ll be there to meet the usual suspects and some new faces. I won’t have conference pass, so I guess that the rest of the time I’ll be wandering through the expo hall or sitting on a corner coding on my laptop.
If you want to [...]

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Update

You might be wondering what happened to my resolution to update this blog more often with interesting technical stuff, and yet this is another personal post.
The reason is that I haven’t been feeling very well lately, both physically and mentally. While the pain in my back is gone, sciatic pain has replaced it and I’m [...]

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Ownership-based Zippering

Since my Gamefest talk I’ve received numerous questions about the ownership-based zippering algorithm that I proposed. So, I’ll try to explain it in more detail. See my previous article on watertight texture sampling for more background info.
In the averaging method we would have to store the texture coordinate of every patch that contributes to a [...]

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drivel

I’m using drivel to write this post. Drivel is pretty rough. It just has the very basic functionality you would expect from a blog client, but it’s already much better than using the polished wordpress web interface.

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The foie gras parable

I loved this talk from Blue Hill’s Chef Dan Barber.
I’m not convinced that what the organic/ethical/slow food movement advocates is the most sustainable way of producing food and feed the world. For example, I’m not necessarily opposed to the use of technology to produce food, as long as it’s done responsibly. It’s the use of [...]

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remapping keys

I’d like to remap my keyboard so that I’m forced to use both hands to type shortcuts like Ctrl+Letter and Alt+Letter. That means the left side of the keyboard should only work with the right modifiers, and the right side should only work with the left modifiers. Ideally I should get a beep whenever I [...]

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