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Monthly Archives: March 2015

Constant time “bring to front” or floating point magic

No Category 4th March 2015 Lvyn 0 Comments

I’m working on a diagram toolkit on top of Qt Graphics View Framework and faced a problem: implementing an efficient bring to front mechanism. There’s the ideas and magic behind it.

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C++Qt

Old Stuff 2: Clustered Deferred & SSAO

Old Stuff 1st March 2015 Lvyn 0 Comments

Last year I played with clustered deferred shading. The implementation run nicely, and was tested with 1024 real-time lights. The cluster assignment is done with compute shaders, the logarithmic split uses only one variable making the configuration easy, and the shading itself is a simple Phong model.

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C++OpenGLRendering

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  • Replacing for loops by range based loops
  • Constant time “bring to front” or floating point magic
  • Old Stuff 2: Clustered Deferred & SSAO
  • Old Stuff 1 : Voxels form 2013
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