blitzcode.net
Home | Blitzcode.NETThis website hosts my resume and provides information about my various coding projects
http://www.blitzcode.net/
This website hosts my resume and provides information about my various coding projects
http://www.blitzcode.net/
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Tim Schroeder
Bochu●●●●●tr. 9
Be●●in , na, 10555
DE
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Tim Schroeder
Bochu●●●●●tr. 9
Be●●in , na, 10555
DE
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21
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1
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VAUTRON RECHENZENTRUM AG
WHOIS : whois.antagus.de
REFERRED : http://www.vautron.de
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Home | Blitzcode.NET | blitzcode.net Reviews
https://blitzcode.net
This website hosts my resume and provides information about my various coding projects
Meshing | Blitzcode.NET
http://www.blitzcode.net/meshing.shtml
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. Everything related to the processing and generation of 3D meshes. Some content is 10 years old, not representing my current thoughts. 3d Graphics (1 / 2) ▷. HDR Environment Map Sampling. C 11 Ray Tracing / Marching. 3d Graphics (2 / 2) ▷. D3D9 / .NET Demo. Direct3D Based Quake2 Renderer. PC / XBox Lighting Demo. Machine Learning ▷. The Glorious Haskell Debugger. Ray Marching Distance Fields. DCT / BTC Image Compression. Web and Networking ▷.
Miscellaneous | Blitzcode.NET
http://www.blitzcode.net/misc.shtml
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. Everything that doesn't fit anywhere else. Some content is 10 years old, not representing my current thoughts. 3d Graphics (1 / 2) ▷. HDR Environment Map Sampling. C 11 Ray Tracing / Marching. 3d Graphics (2 / 2) ▷. D3D9 / .NET Demo. Direct3D Based Quake2 Renderer. PC / XBox Lighting Demo. Machine Learning ▷. The Glorious Haskell Debugger. Ray Marching Distance Fields. DCT / BTC Image Compression. Web and Networking ▷. I've been using Vim. Search...
Disclaimer | Blitzcode.NET
http://www.blitzcode.net/disclaimer.shtml
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. 2 Referrals and links. If the opportunity for the input of personal or business data (email addresses, name, addresses) is given, the input of these data takes place voluntarily. The use and payment of all offered services are permitted - if and so far technically possible and reasonable - without specification of any personal data or under specification of anonymizted data or an alias. 5 Legal validity of this disclaimer.
Work | Blitzcode.NET
http://www.blitzcode.net/work.shtml
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. Some content is 10 years old, not representing my current thoughts. 3d Graphics (1 / 2) ▷. HDR Environment Map Sampling. C 11 Ray Tracing / Marching. 3d Graphics (2 / 2) ▷. D3D9 / .NET Demo. Direct3D Based Quake2 Renderer. PC / XBox Lighting Demo. Machine Learning ▷. The Glorious Haskell Debugger. Ray Marching Distance Fields. DCT / BTC Image Compression. Web and Networking ▷. Some of my code is available on my. My work at NVIDIA. Knowledge Power...
Compression | Blitzcode.NET
http://www.blitzcode.net/compression.shtml
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. Image and entropy compression related work I've done. Some content is 10 years old, not representing my current thoughts. 3d Graphics (1 / 2) ▷. HDR Environment Map Sampling. C 11 Ray Tracing / Marching. 3d Graphics (2 / 2) ▷. D3D9 / .NET Demo. Direct3D Based Quake2 Renderer. PC / XBox Lighting Demo. Machine Learning ▷. The Glorious Haskell Debugger. Ray Marching Distance Fields. DCT / BTC Image Compression. Web and Networking ▷. My main interest...
TOTAL PAGES IN THIS WEBSITE
14
Fortune Files: Can't Compile Content Exporter with new FBXSDK 2011.3 ?
http://fortunefiles.blogspot.com/2010/10/cant-compile-content-exporter-with-new.html
An open diary of a fortunate developer. Can't Compile Content Exporter with new FBXSDK 2011.3? Due to changes in recent FBX sdk, change:. DOUBLE* pColorRGB = (DOUBLE*)pFbxLight- Color.Get();. Fbxsdk 2011 3: fbxDouble3 pColorRGB = pFbxLight- Color.Get();. So ParseMesh.cpp in ImportFBX line 182 should be:. KFbxMesh: EMeshSmoothness Smoothness = pFbxMesh- GetMeshSmoothness();. KFbxMesh: eHULL & g pScene- Settings().bConvertMeshesToSubD ). Line 222, FBXImportMain.cpp:. Line 240, FBXImportMain.cpp:.
Fortune Files: september 2010
http://fortunefiles.blogspot.com/2010_09_01_archive.html
An open diary of a fortunate developer. Http:/ www.youtube.com/watch? Naročite se na: Objave (Atom). Http:/ www.youtube.com/watch?
Fortune Files: avgust 2010
http://fortunefiles.blogspot.com/2010_08_01_archive.html
An open diary of a fortunate developer. Just a thing or two. HDR, Ghosting on Smudgy Glass Lens, Streak, Glare, Disc Depth of field, Heat and Haze, Tesselation, Bump Edge anti-aliasing, phonemes recognition. All running on ATI Radeon 5870 at 1920x1200 at 60Hz. Naročite se na: Objave (Atom). Just a thing or two.
Fortune Files: april 2009
http://fortunefiles.blogspot.com/2009_04_01_archive.html
An open diary of a fortunate developer. Below are screens from my deferred volumetric renderer, an attempt to render participating media or participating media renderer attempt. It uses a simple approach for rendering volumetric fog as described in Boyd's Volumetric Rendering in Realtime at http:/ www.gamasutra.com/features/20011003/boyd 01.htm. Or Nvidia's Fog Polygon volumes. Yet it does not use any shadow volumes. It uses naive ray marching method, but does sampling only inside desired volume. PointIn...
Fortune Files: marec 2006
http://fortunefiles.blogspot.com/2006_03_01_archive.html
An open diary of a fortunate developer. I have been working a lot on this simulator, the project is nearing its finish. Still has some issues (you can say bugs) and then some optimizations have to be done. Naročite se na: Objave (Atom).
Fortune Files: april 2011
http://fortunefiles.blogspot.com/2011_04_01_archive.html
An open diary of a fortunate developer. Implementation of IBL from http:/ www.inemeri.com/blog. Http:/ timothylottes.blogspot.com/2011/04/inemeri-ibl-tube.html. Nice, some popping artefacts occur when close camera shots of the head . probably doing something wrong with depth . but for geometry it looks really nice! I tried the FSAA from http:/ timothylottes.blogspot.com/. Edge Detect smoothing of edges. Naročite se na: Objave (Atom).
Fortune Files: oktober 2005
http://fortunefiles.blogspot.com/2005_10_01_archive.html
An open diary of a fortunate developer. A shell and a cloud. Need some task based scripting or better command line for Windows? Still in beta, but still very nice. There is an article at arstechnica. Right now i am in working on how to render clouds. This is not going to be so easy. None of the techiques satisfy all the needs. Or they are too expensive for realtime or they don't look good enough. i'll be back with more info. Http:/ bdn.borland.com/article/0,1410,31994,00.html. A shell and a cloud.
Fortune Files: februar 2009
http://fortunefiles.blogspot.com/2009_02_01_archive.html
An open diary of a fortunate developer. Right now i am banging my head with. Approximating Dynamic Global Illumination in Image Space. Float a = b c d e;. Can be parallelized with:. Float a = dot(float4(b,c,d,e,), 1.0f);. Naročite se na: Objave (Atom).
Fortune Files: maj 2008
http://fortunefiles.blogspot.com/2008_05_01_archive.html
An open diary of a fortunate developer. Http:/ uk.youtube.com/watch? Naročite se na: Objave (Atom).
TOTAL LINKS TO THIS WEBSITE
22
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Home | Blitzcode.NET
183; 3D Graphics 1. 183; 3D Graphics 2. 183; Machine Lrng. My name is Tim C. Schröder and I'm a software engineer. This website hosts my resume and provides information about my various coding projects. Browse Projects ▹. View Resume ▹. Excerpts from my personal projects. 2002 - 2018 Tim C. Schröder.
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Oculus Is Building Games, But Youâ ll Need A PC To Play With The Rift. 6 May 2015 â 10:31 am. Retail will play a big part in Oculus Rift’s launch, according to Oculus VP of Product Nate Mitchell. “So far buying it has been about trial, you put it on and you’re transported to another place. That experience is going to be vital to getting hundreds of millions of people to adopt it.” Read More. Star Wars Is Coming To Disney Infinity 3.0. 5 May 2015 â 2:29 pm. 4 May 2015 â 3:00 pm. 4 May 2015 â 1:14 pm.
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