Papers and Presentations
  • Back to Higher Level
  • Lower Levels
    • GRAS 2002
  • 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)