Tristam MacDonald

Blog

Atmosphere Rendering

How to pretty-up your planet rendering Posted in:
a rendered sky above a polygonal terrain
Sean O'Neil's atmosphere shader

If you start researching rendering realistic atmospheres for planets, the rabbit hole goes very deep. Having been on this particular dive a few times now, I figured it’s time to actually publish some notes - partly for my own later reference, but hopefully also of use to others.

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SPIRV layout checking for Rust

Less error-prone CPU <-> GPU data transfer. Posted in:

Isn’t it just great when the GLSL compiler adds unexpected padding between fields in a buffer, and the only way you can tell is that your rendering is broken in weird ways? Having lost a couple of hours to one such bug, I decided I needed a way to quickly catch that sort of error.

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Permanence (or a lack thereof)

Impermanence in the digital age. Posted in:

When Google VP Vint Cerf warned that increased dependence on technology could lead to a ‘digital dark age’, he merely echoed the concern of everyone involved in the preservation of information in a digital world. While it is expedient to dismiss his claim as sensationalist and/or paranoid, Google’s announcement yesterday that they are closing down the Google Code source code repositories provides an unfortunate echo to his cries.

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The Price of Progress

Faster hardware, slower software. What's wrong with this picture? Posted in:

I recently installed the beta of Microsoft Office 2010, and the first thing that struck me is how it performs noticeably worse on my 3.0 GHz quad-core gaming PC, than Office ’98 performed on a now 12-year-old PowerBook G3, powered by a little 250 MHz PPC processor.

You can probably guess the next stage of this anecdote… Office ’98 on that G3 performed ever-so-slightly worse than Office 4.0 on a truly ancient PowerBook 180, which sported a fantastic (for the time) 33 MHz Motorola 68030 CPU.

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