This collection of photos documents a person's life from infancy through young adulthood. The photos are dated from August 1949 to Easter 1966 and include locations such as Moreton, Dyserth Waterfalls, and Middleton. Key events shown include learning to ride a bike, family outings, and joining the military. The photos transition from black and white to color over time and showcase the subject growing up.
Paris Master Class 2011 - 03 Order Independent TransparencyWolfgang Engel
1. Depth peeling is a technique for order-independent transparency that renders scene layers front-to-back into separate depth buffers. Reverse depth peeling renders layers back-to-front and blends them immediately to reduce memory usage.
2. Per-pixel linked lists store transparency data as a list of fragments per pixel, accessed via start offset and fragment link buffers, allowing order-independent blending without layering the whole scene.
3. The document discusses these techniques and provides code samples for implementing depth peeling and linked lists on DX11 hardware.
Paris Master Class 2011 - 01 Deferred Lighting, MSAAWolfgang Engel
This document discusses deferred lighting and multisample anti-aliasing (MSAA). It describes the history of rendering many lights, including forward rendering and deferred rendering. It then discusses light pre-pass rendering, including implementations, optimizations, and balancing quality vs performance. Finally, it covers MSAA implementation for deferred lighting, including techniques like edge detection and centroid sampling to optimize per-sample processing.
This collection of photos documents a person's life from infancy through young adulthood. The photos are dated from August 1949 to Easter 1966 and include locations such as Moreton, Dyserth Waterfalls, and Middleton. Key events shown include learning to ride a bike, family outings, and joining the military. The photos transition from black and white to color over time and showcase the subject growing up.
Paris Master Class 2011 - 03 Order Independent TransparencyWolfgang Engel
1. Depth peeling is a technique for order-independent transparency that renders scene layers front-to-back into separate depth buffers. Reverse depth peeling renders layers back-to-front and blends them immediately to reduce memory usage.
2. Per-pixel linked lists store transparency data as a list of fragments per pixel, accessed via start offset and fragment link buffers, allowing order-independent blending without layering the whole scene.
3. The document discusses these techniques and provides code samples for implementing depth peeling and linked lists on DX11 hardware.
Paris Master Class 2011 - 01 Deferred Lighting, MSAAWolfgang Engel
This document discusses deferred lighting and multisample anti-aliasing (MSAA). It describes the history of rendering many lights, including forward rendering and deferred rendering. It then discusses light pre-pass rendering, including implementations, optimizations, and balancing quality vs performance. Finally, it covers MSAA implementation for deferred lighting, including techniques like edge detection and centroid sampling to optimize per-sample processing.
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
Mobile Marketing Association - Best Practices Guide 2011Mosio
This document provides the version 6.0 of the U.S. Consumer Best Practices published by the Mobile Marketing Association on March 1, 2011. It establishes guidelines for standard rate, premium rate, and free-to-end-user mobile marketing programs. The guidelines cover topics like opt-in/opt-out procedures, messaging frequency, content restrictions, dispute resolution, and certification requirements. The document aims to standardize practices and simplify mobile advertising while protecting consumers.
6 Reasons Not to Build a Mobile Application for your Conference, Event or Mee...Mosio
The document provides 6 reasons to rethink creating a mobile app for conferences and events. Only 28% of users have smartphones, making app discovery difficult with thousands submitted daily. Nearly 3/4 of apps are used less than 10 times, with 1/4 only used once. App features tend to be more than attendees need. Developing apps for different platforms is more expensive than assumed. Notifications require additional steps unlike text messaging, which is available on 99% of phones. The document suggests using text messaging or the mobile web instead of an app.
This document summarizes a presentation about hair rendering in the video game Tomb Raider. It discusses the motivation for improving Lara Croft's hair, the TressFX technology used, and the multi-studio collaboration between AMD, Crystal Dynamics, Nixxes, Confetti, and Square Enix. Key aspects covered include hair authoring, simulation of hair movement through physics, rendering techniques like geometry expansion, anti-aliasing, lighting and shadows, and use of per-pixel linked lists. Performance numbers are provided for different passes on an AMD Radeon HD 7970 graphics card.
Mobile Marketing Association - Best Practices Guide 2011Mosio
This document provides the version 6.0 of the U.S. Consumer Best Practices published by the Mobile Marketing Association on March 1, 2011. It establishes guidelines for standard rate, premium rate, and free-to-end-user mobile marketing programs. The guidelines cover topics like opt-in/opt-out procedures, messaging frequency, content restrictions, dispute resolution, and certification requirements. The document aims to standardize practices and simplify mobile advertising while protecting consumers.
6 Reasons Not to Build a Mobile Application for your Conference, Event or Mee...Mosio
The document provides 6 reasons to rethink creating a mobile app for conferences and events. Only 28% of users have smartphones, making app discovery difficult with thousands submitted daily. Nearly 3/4 of apps are used less than 10 times, with 1/4 only used once. App features tend to be more than attendees need. Developing apps for different platforms is more expensive than assumed. Notifications require additional steps unlike text messaging, which is available on 99% of phones. The document suggests using text messaging or the mobile web instead of an app.