Private
Public Access
361 lines
14 KiB
JSON
361 lines
14 KiB
JSON
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "Found some of my old blogs: thread looking back an image at a time. 2007, ellipsoid l-system sprites with temporal feedback, yes temporal reprojection in 2007.",
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"timestamp": "2023-05-03 00:28:02",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2007 particle based fluid sim mixed with spring model, this was 2D to work out ideas for later 3D implementation, rastered particle properties along particle paths into mip tree to enable high-speed collision",
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"timestamp": "2023-05-03 00:33:34",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2007 crazy custom language and live editor for x86-64, color forth is like a virus of the mind, no going back once the understanding is there, and the evolutions of those ideas are ground breaking",
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"timestamp": "2023-05-03 00:36:50",
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"handle": "NOTimothyLottes",
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"text": "2010 digital photography, was compositing exposure brackets to get 16-bit tiffs with good dynamic range and did my own development tools (which had some major flaws I'd only learn about much later in life)",
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"timestamp": "2023-05-03 00:44:18",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2011 Was using temporal reprojection in my own engines for a while. Posted TSSAA source, an early TAA using viewport jitter for tri raster. I was mostly convinved this was a tech dead end due to the challenges of thin flicker. Decade+ later, and this story has a lot more to it ..",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2011 A simple GIF showing the challenges of {perceptual vs linear} filtering with temporal aliasing high frequency content with {small to large kernel windows}. No negative lobes here.",
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"timestamp": "2023-05-03 00:55:55",
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"handle": "NOTimothyLottes",
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"text": "2014 simple anti-aliased point based CS rendering engine with fisheye output using stocastic/stratified visiblity and GPU-side scene graph",
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"timestamp": "2023-05-03 00:58:47",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2014 simple non-temporal spatial AA using rotated viewport to provide a good sample distribution with standard non-AA triangle rendering",
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"timestamp": "2023-05-03 01:00:30",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2014 monochrome 120 hz laptop ray marcher desiged for VR, fixed cost trace, leaving scene with holes, temporal holefilling reprojection, faked 'lighting' using hierarchical + directional distance probing in lower LOD scene representations, was amazing to just fly around in there",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2014 was amazing how nice it was possible to get the geometry even when tracing only 1/8 the screen pixels per frame, stratified sample pattern really does wonders to neighborhood stability, no flicker at all",
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"timestamp": "2023-05-03 01:06:02",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2014 still distracted by custom code generation and languages, running stuff on CRTs with custom live editors (color forth like), generating binaries with ELF header generation inside the code itself",
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"timestamp": "2023-05-03 01:07:37",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2015 some more images inside the live fractal tracer",
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"timestamp": "2023-05-03 01:09:36",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2015 crazy mini x86 OS project (bootloader source below), using codeless binary editor with annotation. Everyone should try generating binaries with no assembler, learn alot in the process",
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"timestamp": "2023-05-03 01:12:54",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2015 live realtime 120+ hz on laptop tracer now with spatial/temporal reconstruction on 1 shaded/sample per ray for 'fake' lit fog, did a lot of z based logic in the spatial/temporal reconstruction, realized later I was relying on the 120 Hz to hide perceptual artifacts",
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"timestamp": "2023-05-03 01:16:54",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2015 still doing the crazy custom languages and tiny OS projects. I feel like there is a real loss in computer evolution, imagine a machine with C64 simplicity that evolved to have a massively parallel vector machine. It would be amazing. It would be approachable by one person.",
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"timestamp": "2023-05-03 01:20:01",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "2015 did some custom CPU-side CRT shader tools for high resolution physical paper prints for someone's book. Wasn't trying to be physically accurate, but rather provide the feeling you'd get from a CRT in paper print form",
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"timestamp": "2023-05-03 01:22:41",
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"author": "Laxer3A",
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"handle": "Laxer3A",
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"text": "@NOTimothyLottes This is when I learned about your work and found it incredible. Nowadays with 4K / 8K, people are really craving for a very good shader/model to emulate as close as possible the CRT feel for arcade / old console etc. (I am serious)",
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"timestamp": "2023-05-04 17:03:07",
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"author": "Alan Olivaw",
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"handle": "hotmultimedia",
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"text": "@NOTimothyLottes Have you ever blogged details about the syntax of your Forth tools?",
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"timestamp": "2024-02-12 23:15:30",
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"text": "@hotmultimedia Once upon a time. Not up any more. Lots of color-forth inspired variations. Designed to make x86 code generation easy. Last language effort for RDNA2 code gen wasn't forth-like though, focused on GPU compiling it's own code in parallel on the GPU (SIMD).",
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"timestamp": "2024-02-13 00:22:53",
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