Branchless Antipodality Handling
1 minute read.
Branchless antipodality handling with dual quaternion skinning.
1 minute read.
Branchless antipodality handling with dual quaternion skinning.
4 minute read.
Back in the days I thought it was required to rerender 20-60 times per second on any graphics application. That may be true for most games, but many applications do not!
Vladimír showed me differently: the Magnum Primitives Example only renders after mouse interaction changed the rotation of the object …
~ 6 Minute Read.
I once had this idea that plagued me for quite a while until I implemented it in my bachelor’s thesis: isn’t the human view volume more cone-shaped than frustum-shaped? Also: lenses of virtual reality headsets are round as well and so should be the portion …
~ 2 Minute Read.
When I talk about my many past projects I often entirely forget to mention the ones I did at the University of Konstanz. But in the six years I’ve been there up to now, there were some fun projects there, too, of course.
One of those …
From: https://www.opengl.org/wiki/Common_Mistakes#glGetFloatv_glGetBooleanv_glGetDoublev_glGetIntegerv
I am sorry, Oculus. But I’m not going to use you SDK Rendering and will invest another 30-60 hrs trying to replicate the ovr distortion myself.
Oculus SDK OpenGL Rendering saves most states of gl twice every frame. I didn’t …
Recently I added multi-threaded rendering support to my open source java raycasting game engine.
The last few weeks, I was pretty busy with university stuff. If I did anything else, I optimized EpicRay. After the drop to 8fps (due to floor and ceiling textures), I optimized the rendering to go …
Okay, here are a few bugs in order of appearance:
It wouldn’t bother if you could only look at the world from above, but… imagine a mountain looking like this! (I also like how you can see the different layers of block types ;) )

(You can see exactly how high …
One of my last posts was about back face culling. This was because of my performance problem while trying to render 130 000 blocks smoothly. I also said I was going to optimize the world data a little bit before applying shaders (I didn’t know I was already using …