Posts

Showing posts from March, 2011

Collision Detection Using CUDA

GPU Gem3 - LCP Algorithms for Collision Detection Using CUDA http://http.developer.nvidia.com/GPUGems3/gpugems3_ch33.html source code: http://www.kipfer.de/demos.html#gpugems3

Learning WebGL

The lessons of learning WebGL: http://learningwebgl.com/blog/?page_id=1217

WebGL doesn't work in Chrome v.10.0.648.127 on XP

Because GPU crashes are much more frequent and catastrophic (sometimes causing system hangs) on XP. Issue   72975 : Blacklist GPU acceleration on Windows XP http://code.google.com/p/chromium/issues/detail?id=72975  If you wanna enable  GPU acceleration, you need to add " --ignore-gpu-blacklist " command on your chrome. Show how to add command on chrome: http://downloadsquad.switched.com/2010/01/22/how-to-add-command-line-switches-to-google-chrome-or-chromium/  

Keycode mapper

http://www.dotblogs.com.tw/corner/archive/2009/07/19/9583.aspx

Action script 3.0 Optimization

Action script 3.0 程式最佳化 http://swf.com.tw/?p=156 Zombie Flambe http://www.zombieflambe.com/actionscript-3/as3-dictionary-class-array-object-benchmark/

Projective texturing vs. Shadow map

Image
Projective Textures and Shadow map http://users.ece.gatech.edu/lanterma/mpg08/mpglecture14f08_4up.pdf Projective texture mapping http://developer.nvidia.com/object/Projective_Texture_Mapping.html http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter09.html Projective texturing , transform from world to light camera proj. space and then transform to texture space. Use ( s/q, t/q ) to fetch texture and blend with background material. Shadow mapping , transform from world to light camera proj. and render the depth value on the depth map. The second pass, render object from from world to camera clip space and transform to the light texture space to compare depth value, if depth greater, needn't fetch the texture otherwise fetch the texture blend with background. So shadow mapping can process blocking issue but needs more one rendering pass.

WebGL vs. HTML5

Html5 presentation: http://slides.html5rocks.com/#landing-slide http://tw.myblog.yahoo.com/briclin09/article?mid=54&prev=55&next=-1 http://www.html5rocks.com/ http://muizelaar.blogspot.com/2011/02/drawing-sprites-canvas-2d-vs-webgl.html http://news.cnet.com/8301-30685_3-20038823-264.html http://playpcesor.blogspot.com/2011/03/webgl-10-3die-9.html http://code.google.com/p/webglsamples/

PowerVR

The PowerVR chipset uses a method of 3D rendering known as tile-based deferred rendering. Rays are cast onto the triangles associated with the tile and a pixel. PowerVR hardware typically calculates the depths associated with each polygon for one tile row in 1 cycle. Unlike a more traditional z-buffered rendering pipeline, no calculations need to be made to determine obscured. Allows for correct rendering of partially transparent polygons, independent of the order.(It is generally not included for lack of API support and cost reasons) As the rendering is limited to one tile at a time, the whole tile can be in fast onchip memory, which is flushed to video memory before processing the next tile.          http://en.wikipedia.org/wiki/PowerVR

MIPS vs ARM

Introduce to the difference between MIPS and ARM. 要比單位能量的運算能力,ARM比較好,所以用在有電力很計較的手持裝置,因為使用時間是最大考量,像是手機等。 但要比運算效能,MIPS比較好,這個在需要運算能力時比較重要。 http://bbs.innoing.com/archiver/?tid-2596.html