Codermind

In a coder's mind is open

depth of field ray tracing thumbnail

In a coder's mind is a long term project that started with the writing of several articles and posts on programming forums and on personal websites. After some intense reflexion, the concept of reuniting those in one website with the ability to discuss those articles and gather critique and comments formed in our mind. This is the result of this reflexion.

Trip report from Siggraph 2006 : Crytek presentation

realistic rendering of atmospheric effects in cry engine 2.0

August 1 2006.


Crytek were at Siggraph this year to detail some of the new techniques they've imagined for their new game Crysis. It was an interesting session with a lots of useful tidbits that we're sure to see appear in more engines in the following months and years.

New article : the depth buffer tutorial

April 29 2006


After answering several time very similar questions on web forums, you usually get tired and don't always come up with an answer that really educates people.

The one that was always coming back is the one about Z-buffering artifacts, missing objects and the like. So instead of rehashing incomplete answers ("Move your near plane farther"), I'd rather have a comprehensive answer people can refer to and if they're really interested they can take a look at the math to better decide themselves. So it's not really your typical FAQ as it doesn't answer a question and probably gives you more than what you asked for.

Nostalgy : revisiting the voxel terrain engine

July 31 2005


A lot of water passed under the bridge since Outcast and Commanche appeared, drawing us a picture of what seemed the future of graphics. Their engine featured a voxel terrain, a 2.5D representation that made detailed landscape possible on machines that were still struggling with polygons.

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