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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
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.
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.
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