Showing posts from March, 2011

Collision Detection Using CUDA

GPU Gem3 - LCP Algorithms for Collision Detection Using CUDA code:

Learning WebGL

The lessons of learning WebGL:

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.Issue72975:Blacklist GPU acceleration on Windows XP If you wanna enable  GPU acceleration, you need to add "--ignore-gpu-blacklist" command on your chrome.Show how to add command on chrome:

Keycode mapper

Action script 3.0 Optimization

Projective texturing vs. Shadow map

Projective Textures and Shadow map

Projective texture mapping

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


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.


Introduce to the difference between MIPS and ARM.