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Blogs

Brano Kemen's Blog   Expert Blogs

Expert Blogs

Podcast: Rendering the World with Outerra
Posted by Brano Kemen on Thu, 16 Jun 2011 03:21:00 EDT in
Podcast about some of the technology behind Outerra world rendering engine
Read More... | 0 Comments

Outerra - 2010 Retrospective
Posted by Brano Kemen on Fri, 24 Dec 2010 04:26:00 EST in
Outerra engine retrospective - a short video compilation
Read More... | 0 Comments

In-Game HD Video Capture using Real-Time YUYV-DXT Compression
Posted by Brano Kemen on Sun, 28 Mar 2010 11:41:00 EDT in Programming
A method of recording in-game HD videos without the large impact on frame rate as with an external video capture software.
Read More... | 0 Comments

Floating Point Depth Buffers
Posted by Brano Kemen on Thu, 31 Dec 2009 05:14:00 EST in Programming
Evaluation of properties of floating-point depth buffers with regards to depth spans used in planetary rendering
Read More... | 0 Comments

Horizontal Fractal Displacement  Featured Blogs
Posted by Brano Kemen on Thu, 12 Nov 2009 03:46:00 EST in Programming
Another take on the horizontal fractal displacement for fractal-refined terrain rendering.
Read More... | 5 Comments

Short Flight Sim Video
Posted by Brano Kemen on Sat, 29 Aug 2009 05:43:00 EDT in
Short video showing current progress with Outerra engine
Read More... | 0 Comments

[More Brano Kemen Blogs]   

Brano Kemen's Comments

Comment In: Horizontal Fractal Displacement [Blog - 11/12/2009 - 03:46]

I was referring to earlier ...

I was referring to earlier blog http://www.gamasutra.com/blogs/BranoKemen/20090530/1564/Horizontal displacement.php Basically, the horizontal displacement modifies the mesh by displacing vertices in horizontal plane using fractal. The displacement is proportional to the terrain slope at that point. In that prior version of the algorithm I computed only the absolute, scalar value for the ...

Comment In: Logarithmic Depth Buffer [Blog - 08/12/2009 - 02:43]

This method modifies the depth ...

This method modifies the depth in vertex shader, just after you multiply the position with modelviewproj matrix, so that's OK from the performance point of view. However there are artifacts near the camera when one or more face vertices lie behind the near plane. The problem is not so much ...

Comment In: Roads [Blog - 06/25/2009 - 10:49]

Well it could, but .. ...

Well it could, but .. currently it's using real elevation dataset for Earth 76m resolution that is further refined using fractal algorithms. Nevertheless, the complete dataset is 14GB. We have implemented progressive download so it's possible to land in a location like these while downloading only some 40MB of data ...

Comment In: Am I the only person who uses RSS and has gotten dozens of SPAM News? [Blog - 06/01/2009 - 09:57]

Yeah that was me, and ...

Yeah that was me, and I've been pretty shocked myself .. like who posts this here .. omg, me :- And then the purpose of the attack wasn't clear to me, and I thought if it was angering the rest of the members against me .. well it's starting to ...

Comment In: Horizontal displacement [Blog - 05/30/2009 - 01:50]

Thanks We are working to ...

Thanks We are working to produce a downloadable demo first, hoping the feedback will also help us to decide further steps. Currently it's still basically a hobby project but everything looks really promising and we are considering the options just now.

   

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