Papers and Presentations
- My slides for the 2002 Graduate Research and Arts
Symposium here at NMSU, about the shader-based approach I use for describing
and rendering objects (optimized for MSIE 5.1 on Mac OS X at 1024x768
resolution, because that's what I was presenting it with). Note that this was
intended for a general audience (which is why they don't go into any
mathematical detail), and even then it was "too technical" for the people who
were there. All of the images were rendered using Solace itself (including the
page link icons). As a note, back in 2002 it didn't seem clear that consumer
GPU hardware would evolve to have high-performance general-purpose fragment
shader programs; in a modern context, much of the SOLACE multi-pass shader
approach seems a bit ridiculous as a result.
- A preliminary design document, currently
extremely incomplete, but which gives a decent overview of the high-level
architecture and a little bit on the rendering pipeline (but not much at
present).
- How to quickly invert a transformation
matrix (also available in postscript)
- Dynamic Spatial Partitioning for
Real-Time Visibility Determination, my master's project writeup which
discusses the bulk of the visibility determination in Solace (also the slides from the defense)