Author Archives: jricardo

Main web site updates

With too many tasks to do for my thesis that I’m going to present at the end of this semester, I did not much time to post news in the blog. In a short time that I had the last … Continue reading

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Fluid Simulation

Today I’ve finished my fluid implementation using SPH (Smoothed Particle Hydrodynamics) method for my thesis master degree. As can be seen in the video below, I archived two way coupling between fluids and rigid bodies. At this time, I need … Continue reading

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"Direção Defensiva" Presentation

This week, the game “Direção Defensiva” was presented at a government conference. As I said in an old post, this game was developed to help people driving better as the player have to obey the traffic rules like stop at … Continue reading

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Depth Peeling in CUDA

I’ve been working on an algorithm to generate a set of polygons from a given image using CUDA and GLSL. This technique is generally called Depth Peeling [1,2,3]. To setup the data coming from and to textures, I’ve used the … Continue reading

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Defensive Direction Game Project

Since last year, I’ve been working on a game called Defensive Direction. In this game, the player assumes the role of a delivery of parcels inside a big city, having a fixed time to complete all of them. But unlike other … Continue reading

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Real Time Shadow Volume

After doing some research about shadows, I found this presentation about shadow volumes. It was presented in 2004 at Siggraph and explain very well about shadow volume technique. Real-time Shadowing Techniques: Shadow Volumes View more presentations from Mark Kilgard.

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SBGames 2009

In this month occured two of the most important conferences for computer graphics. It was the SBGames and SIBGRAPI that took place at PUC, Rio de Janeiro. At SBGames I presented a tutorial about using the Unity3D engine for making … Continue reading

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Global Game Jam 2009

Some weeks ago, I take part on the first Global Game Jam, an event that took place around the world in more than 40 universities where teams of two o three people had to design and develop a game in … Continue reading

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Projective Texture Step by Step

In my research about projection, I came to projective texture. I found a lot of material about projective texture on the web but neither of them tells exactly what steps you need to follow to archieve the desired effect. In … Continue reading

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SBGames 2008 – Photos

Hi people, Today I’m posting some photos of SBGames, a Brazilian conference about games, computer graphics and related topics. This year, I presented a short paper about NPC behaviors compositing. It’s only for now. As soon as possible, I will … Continue reading

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