OpenCL을 STL 스타일로 감싼 C++ 템플릿 라이브러리라고 합니다. AMD APP SDK 2.8에 포함되어 있습니다. APP SDK 다운로드는: http://developer.amd.com/tools/heterogeneous-computing/amd-accelerated-parallel-processing-app-sdk/downloads/ Bolt: GPU acceleration for your C++ application | AMD Developer Central :
Mike Day: An efficient and user-friendly tone mapping operator http://www.insomniacgames.com/mike-day-an-efficient-and-user-friendly-tone-mapping-operator/
게임회사 뒷담화 모음 http://bbs2.ruliweb.daum.net/gaia/do/ruliweb/default/519/read?articleId=876290&bbsId=G003&itemGroupId=30&itemId=&objCate1=&pageIndex=1&platformId=
Levenshtein Distance and the Triangle Inequality « Inviting Epiphany http://richardminerich.com/2012/09/levenshtein-distance-and-the-triangle-inequality/
Comment on Efficient Gaussian blur with linear sampling by Oskar Elek http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/comment-page-1/#comment-63474
심플은 정답이 아니다. 도널드 노먼(Donald A. Norman) « H Hour http://uxd.so/h/%EC%8B%AC%ED%94%8C%EC%9D%80-%EC%A0%95%EB%8B%B5%EC%9D%B4-%EC%95%84%EB%8B%88%EB%8B%A4-%EB%8F%84%EB%84%90%EB%93%9C-%EB%85%B8%EB%A8%BCdonald-a-norman/
IME에서 한/영 전환 감지하기 http://sunhyeon.wordpress.com/2012/08/22/ime%EC%97%90%EC%84%9C-%ED%95%9C%EC%98%81-%EC%A0%84%ED%99%98-%EA%B0%90%EC%A7%80%ED%95%98%EA%B8%B0/
원문 http://techit.co.kr/8509 소프트웨어 개발자의 나아갈 길 소프트웨어 개발자의 경력이 제대로 보장 받지 못하는 가장 큰 이유는 회사, 사회, 문화의 문제 때문이다. 그렇다고 개발자 된 입장에서 회사가 바뀌고 사회가 바뀌기만을 기다릴 수는 없다. 이는 마치 닭과 달걀의 관계처럼 누가 먼저인지 알기 어렵다. 어느 한쪽이 먼저 깨끗하게 해결되면 자연스럽게 전체가 해결되지만 그걸 기대하기는 현실적으로 어렵다. 경영자도 회사가 살아남고 경쟁력을 키우기 위해서는 바뀌어야 하지만 개발자도 뭔가 대책을 수립해야 한다. 자세한 내용은 여기 로...
Practical Physically Based Shading in Film and Game Production http://s2012.siggraph.org/attendees/sessions/practical-physically-based-shading-film-and-game-production
Importance Sampling Techniques for Path Tracing in Participating Media https://sites.google.com/site/ckulla/home/importance-sampling-techniques-for-path-tracing-in-participating-media
Mike Day: Faster filters using bilinear texture look-ups There’s a fairly standard technique which uses carefully-placed bilinear taps to halve the number of texture look-ups needed to implement a given filter. This document provides a technique which can, under certain conditions, eliminate one additional look-up from each of the two passes of a separable 2D filter. http://www.insomniacgames.com/mike-day-faster-filters-using-bilinear-texture-look-ups/
"Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution" #EGSR 2012: http://t.co/vVND1Qc9 -- Stephen Hill (@self_shadow)
RSAA, new AA approach from author of MLAA - HPG 2012 paper: "Reducing Aliasing Artifacts through Resampling" http://t.co/LXffsYpT -- Naty Hoffman (@renderwonk)
crunch is an open source ( ZLIB license ) lossy texture compression library and command line compression tool for developers that distribute and use content in the DXT1/5/N or 3DC/BC5 compressed mipmapped texture formats. It consists of a command line tool named "crunch", a compression library named "crnlib", and a single-header file, completely stand alone transcoder C++ class located in inc/crn_decomp.h . crnlib's results are competitive to transform based recompression approaches, as shown here . ... ... crunch - Advanced DXT texture compression and real-time transcoding library - Google Project Hosting