Screen-Space Global Illumination

Saturday, June 05,2010
I just realized that I posted the last time on June 29th, 2009 on Screen-Space Ambient Occlusion. Compared to other screen-space effects that are part of a whole PostFX it is quite expensive and doesn't really add that much. One solution to this quality / performance problem is to re-use ...
This post is in: Confetti, Global Illumination, Handheld Development, iPhone iPod Touch iPad Programming
no comments

Paris Master Class

Monday, May 24,2010
I am going to teach a Paris Master Class this year on June 24th and June 25th. The topics covered will be - Deferred Lighting, Z Pre-Pass Renderer, Deferred Shading - Programmable MSAA - Post-Effect Pipeline - Shadows (Cascaded Shadow Maps, Soft Shadows, Point Light Soft Shadows) - GPU Particle System - Global Illumination (Screen-Space, Reflective ...
This post is in: D3D10, D3D11, Deferred Lighting, Edge Detection, General GPU Programming, Global Illumination, Handheld Development, MSAA, Order-Independent Transparency, Particle System, PostFX, Shadow Maps, iPhone iPod Touch iPad Programming
Comments: 3

GPU Debugging / Profiling

Sunday, May 23,2010
In the last week, I started working with the OpenGL run-time of our rendering framework that still utilizes OpenGL 2.0. We can target MacOS easy with this (although they upgrade hopefully soon to 3.2) and have an easy migration path to OpenGL ES 2.0 on the iPhone and Android. One of ...
This post is in: General GPU Programming, Handheld Development, iPhone iPod Touch iPad Programming
no comments

Oolong Engine, Confetti, Light Pre-Pass on SPU, GPU Pro, Order-Independent Transparency

Monday, May 10,2010
A lot of smaller things happened in the last months. Oolong Engine got an iPad update and many bugfixes: Oolong Engine Confetti Special Effects posted a couple of screenshots of several projects we are working on. So far we are showing of particle collisions, a next-gen dynamic skydome system with god ...
This post is in: Confetti, D3D11, Deferred Lighting, GPU Pro, Global Illumination, Order-Independent Transparency, PS3, Particle System, iPhone iPod Touch iPad Programming
Comments: 1

iP* programming tip #9

Sunday, January 25,2009
This issue of the iPhone / iPod Touch programmig tips series focuses on some aspects of VFP assembly programming. My friend Noel Llopis brought an oversight in the VFP math library to my attention, that I still need to fix. So I start with the description of the problem here ...
This post is in: iPhone iPod Touch iPad Programming
no comments

Major Oolong Update

Monday, December 29,2008
Two days ago I commited a major Oolong update. Please check out the Oolong Engine blog at http://www.oolongengine.com I updated the memory manager, the math library, upgraded to the latest POWERVR POD format and added to each example VBO support. Please also note that in previous updates a new memory manager ...
This post is in: iPhone iPod Touch iPad Programming
no comments

Quake III Arena for the iPhone

Wednesday, December 24,2008
Just realized that one of the projects I contributed some code to went public in the meantime. You can get the source code at http://code.google.com/p/quake3-iphone/ There is a list of issues. If you have more spare time than me, maybe you can help out.
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #8

Tuesday, December 23,2008
This is the christmas issue of the iPhone / iPod touch programming tips. This time we deal with the touch interface. The main challenge I found with the touch screen support is that it is hard to use it to track for example forward / backward / left / right ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #7

Monday, December 15,2008
This time I will cover Point Sprites in the iPhone / iPod touch programming tip. The idea is that a set of points -as the simplest primitive in OpenGL ES rendering- describes the positions of Point Sprites, and their appearance comes from the current texture map. This way, Point Sprites ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #6

Friday, December 12,2008
This time we are covering another fixed-function technique used in DirectX 7/8 times: Matrix Palettes support is an extension of OpenGL ES 1.1 that is supported on the iPhone. It allows the usage of a set of matrices to transform the vertices and the normals. Each vertex has a set ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #5

Sunday, December 07,2008
Let's look today at the "pixel shader" level of the hardware functionality. The iPhone Application programming guide says that the application should not use more than 24 MB for textures and surfaces. It seems like those 24 MB are not in video card memory. I assume that all of the ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #4

Friday, December 05,2008
All of the source code presented in this series is based on the Oolong engine. I will refer to the examples when it is appropriate so that everyone can look the code up or try it on its own. This tip covers the very simple basics of a iP* app. ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #3

Wednesday, December 03,2008
Today I will cover the necessary files of an iP* application and the folders that potentially hold data on the device from your application. .app folder holds everything without required hierarchy .lproj language support Executable Info.plist – XML property list holds product identifier > allows communicate with other apps and register with Springboard Icon.png (57x57) ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #2

Tuesday, December 02,2008
Today's tip will deal with the setup of your development environment. As a Mac newbie I was having a hard time to get used to the environment more than a year ago -when I started Mac development- and I still suffer under windowitis. I know that Apple does not want ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iP* programming tip #1

Monday, December 01,2008
This is the first of a series of iPhone / iPod programming tips. Starting iPhone development requires first the knowledge of the underlying hardware and what it can do for you. Here are the latest hardware specs I am aware of (a rumour was talking about iPods that run the CPU ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iPhone ARM VFP code

Thursday, November 06,2008
The iPhone has a kind of SIMD unit. It is called VFP unit and it is pretty hard to figure out how to program it. Here is a place where you can find soon lots of VFP asm code.
http://code.google.com/p/vfpmathlibrary/
With help from Matthias Grundmann I wrote my first piece of ...
This post is in: iPhone iPod Touch iPad Programming
no comments

ARM VFP ASM development

Thursday, September 18,2008
Following Matthias Grundmann's invitation to join forces I setup a Google code repository for this: here The idea is to have a math library that is optimized for the VFP unit of an ARM processor. This should be useful on the iPhone / iPod touch.
This post is in: iPhone iPod Touch iPad Programming
no comments

ARM Assembly

Thursday, July 31,2008
So I decided to increase my relationship to iPhone programming a bit and bought an ARM assembly book to learn how to program ARM assembly. The target is to figure out how to program the MMX like instruction set that comes with the processor. Then I would create a vectorized ...
This post is in: Handheld Development, iPhone iPod Touch iPad Programming
no comments

iPhone development – Oolong Engine

Tuesday, July 29,2008
Just read that John Carmack likes the iPhone as a dev platform. That reminds me of the fact how I started my iPhone engine Oolong Engine in September 2007. Initially I wanted to do some development for the Dreamcast. I got a Dreamcast devkit, a CD burner and all ...
This post is in: iPhone iPod Touch iPad Programming
no comments

Ported my iPhone Engine to OS 2.0

Monday, April 14,2008
I spend three days last week to port the Oolong engine over to the latest iPhone / iPod touch OS. http://www.oolongengine.com My main development device is still a iPod touch because I am worried about not being able to make phone calls anymore.
This post is in: iPhone iPod Touch iPad Programming
no comments

Accepted for the iPhone Developer Program

Tuesday, April 08,2008
Whooo I am finally accepted! I have access to the iPhone developer program. Now I can start to port my Oolong Engine over :-)
This post is in: iPhone iPod Touch iPad Programming
no comments

iPhone SDK so far

Friday, March 07,2008
Just setup a dev environment this morning with the iPhone SDK ... overall it is quite disappointing for games :-). OpenGL ES is not supported in the emulator but you can't run apps on the iPhone without OS 2.0 ... and this is not realeased ...
This post is in: iPhone iPod Touch iPad Programming
no comments

San Angeles Observation on the iPhone

Tuesday, January 08,2008
I ported the San Angeles Observation demo from Jetro Lauha to the iPhone (www.oolongengine.com). You can find the original version here http://iki.fi/jetro/ This demo throws about 60k polys onto the iPhone and runs quite slow :-(. I will double check with Apple that this is ...
This post is in: iPhone iPod Touch iPad Programming
no comments

Oolong Engine

Sunday, December 30,2007
I renamed my iPhone / iPod touch engine to Oolong Engine and moved it to a new home. Its URL is now www.oolongengine.com I will add now a 3rd person camera model. This camera will be driven by the accelerometer and the touch screen.
This post is in: iPhone iPod Touch iPad Programming
no comments

Porting an Open-Source Engine to the iPhone?

Sunday, December 09,2007
Evaluated several open source engines: Ogre: the architecture and design is not very performance friendly. The usage of C++ makes the usage and re-design here quite difficult. An example: each material has its own C++ file and there is an inheritance chain from a base class ... Irrlicht: ...
This post is in: iPhone iPod Touch iPad Programming
no comments

iPhone Graphics Programming

Friday, December 07,2007
I am lately into iPhone graphics programming. The interesting part is that the iPhone uses a PowerVR chip similar to the Dreamcast. Most of the user interface elements want to be addressed via Objective-C but then you can go with C/C++ from there. So my small little engine ...
This post is in: iPhone iPod Touch iPad Programming
no comments