MSBuild ToolTask logging headaches

The MSBuild ToolTask is used for running executables and capturing their output from within an MSBuild project. Though simple on the surface, …

Universal Unique Identifiers

Need to parse byte[16] blobs containing unique identifiers, and display them like “6f8db96c-2908-4250-ba92-9a2d67ce6007” ? Turns out its not quite as simple as it seems.

Zune Client Network Issues

The Zune client for Windows decided to bug out on me today. Every attempt at signing in failed with “Unknown Error.” Thanks …

glsl_advanced

Procedural Shading: Lighting

One of the labs for Procedural Shading involves setting up spotlights, with configurable inner and outer beam cones as well as a …

Shader Mod

CG2: Renderman

The following are some scenes I quickly put together with RenderMan. The second image uses the LGStarfield (Larry Gritz), screen_aa (Larry Gritz), …

Projective Texturing

While working on my shadow mapping system, I finally figured out how to correctly map vertex positions from my scene into shadow …

Tone Mapping, Ward, Max Illuminance = 100

CG2: Tone Mapping

This week’s update to the ray tracer was adding some post-process tone-mapping operators, specifically those from Ward and Reinhard. The algorithms seem …

Debug Rays

CG2: Transmission + Debug View

This week we needed to get the front sphere of our scene working with transparency and refraction. I didn’t get a chance …

Reflections

CG2: Reflections

This next step in the raytracer was pretty simple. I just changed the materials to include a reflection constant and have them …

Procedurally Textured Quad

CG2: Procedural Shading

The next step in the raytracer is to add some texture to our quad to get that red and yellow grid. I’ve …

Two Point Lights

CG2: Raytracer Lighting

This time around, our task is to implement the Phong lighting algorithm into our program. This computation is very simple and straightforward, …