Category Archives: Uncategorized

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

Posted in GPGPU, Uncategorized | Tagged , | 2 Comments

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.

Posted in Uncategorized | Tagged , | 1 Comment

Welcome!

  Welcome to my blog! It’s about game programming in general, where I will put my research in computer graphics, GPU and artificial intelligence applied in games.

Posted in Uncategorized | Leave a comment