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Restoring all blogs, WIP 1
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nockawa committed Nov 20, 2023
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2 changes: 2 additions & 0 deletions Gemfile
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Expand Up @@ -3,3 +3,5 @@ source "https://rubygems.org"
gem "github-pages", group: :jekyll_plugins
gem 'wdm', '>= 0.1.0' if Gem.win_platform?
gem "webrick", "~> 1.8"

gem "jekyll-feed", "~> 0.15.1"
14 changes: 4 additions & 10 deletions _config.yml
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### Site Settings ###
title : Loïc (nockawa) Baumann's Blog
title : Nockawa's Blog
description : >-
Programming and stuffs.
baseurl : "" # Change to empty quotes if you are hosting your site at <your-username>.github.io directly
repository : nockawa/nockawa.github.io # Change to <your-username>/<your-username>.github.io (or remove it if you don't need remote projects)
remote_theme : YoussefRaafatNasry/portfolYOU
open_new_tab : false # Opens external URLs in new tab (works for posts, projects and navbar only)
open_new_tab : true # Opens external URLs in new tab (works for posts, projects and navbar only)


### Plugins ###
plugins:
- jemoji
- jekyll-feed


### Navbar Settings ###
Expand All @@ -24,7 +25,7 @@ nav_exclude: # The following paths ar
### Author Info ###
author:
name : Loïc Baumann
image : https://avatars.githubusercontent.com/u/48723305?s=100
image : assets/evinrude.jpg
# behance : your_username
# dribbble : your_username
# email : [email protected]
Expand Down Expand Up @@ -55,8 +56,6 @@ collections:
projects:
output: true
permalink: /projects/:name
elements: # For Documentation Only
output: true # For Documentation Only


### Disqus ###
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type: "projects"
values:
layout: "page"
- scope: # For Documentation Only
path: "" # For Documentation Only
type: "elements" # For Documentation Only
values: # For Documentation Only
layout: "element" # For Documentation Only
- scope:
path: ""
type: "posts"
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22 changes: 7 additions & 15 deletions _data/timeline.yml
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- title: Student, Harvard CS
from: 2014
to: 2018
description: Lorem ipsum dolor sit amet, consectetur adipiscing elit,
sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris
nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in
reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.
- title: MEGA - VP of engineering, Paris, France
from: 2021
to: present
description: VP of engineering.

- title: Software Engineer, Google, UK
- title: Senior software development engineer, Copenhagen, Denmark
from: 2018
to: present
description: Lorem ipsum dolor sit amet, consectetur adipiscing elit,
sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris
nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in
reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.
to: 2021
description: Contributing on the DOTS project.
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32 changes: 32 additions & 0 deletions _posts/2004-07-15-sm3-renderer.md
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---
title: 'SM3 Renderer'
date: '2004-07-15T21:32:00+02:00'
author: 'Loïc Baumann'
layout: post
permalink: sm3-renderer/
tags:
- '3D Programming'
---

Ok, I have my new GeForce 6800 GT, the latest beta of the DirectX 9.0c SDK, the latest beta of nVidia’s drivers (SM3 enabled). Let’s start!

I read many papers, watched some samples, I’m getting back in the 3D programming slowly as I spent the past month working on 3D Editor and game logic.

Few words come to my mind: <span class="texte2">Perspective Shadow Mapping, Parallax Mapping, Ambient Occlusion, HDR, and Deferred Shading.</span>

The most critical part of the brainstorming was: should I go for the Deferred Shading?

I mean the whole technique is really appealing:
<span class="texte2">• It’s suited for hardware like the R300 and NV40 (good precision, Multiple Rendering Targets).
• Come on, true per-pixel lighting!
• Distinct stages for the rending process: albedo computation/MRT setup, lighting, post process (HDR, Blur, Fog, Glow …), which means high plugability!
• Perspective Shadow Mapping should work nicely with.
• It should only get better and faster on next hardware.
</span>
But:
<span class="texte2">• Hum…transparency? How? Where?
• Antialising…not so much, but we can walk round this.
• Can’t use complex Materials such as the ones for SH lighting.
• High pixel power is needed, can this technique run a great game scene at a suitable framerate on a X800 or 6800 GT?
</span>
Ok, let’s do it, the technique itself is so attractive to me, I have to try it out!
55 changes: 55 additions & 0 deletions _posts/2004-07-17-first-shot-of-the-renderer.md
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---
title: 'First shot of the renderer'
date: '2004-07-17T21:31:00+02:00'
author: 'Loïc Baumann'
layout: post
permalink: first-shot-of-the-renderer/
tags:
- '3D Programming'
---

**I’ve spent too much time the last few days to make D3DX working with Irion.**
<span class="texte2">The library is static, and doesn’t like our custom new/delete operators. The bug is not solved yet (appears to be a problem on the Microsoft’s side), but I temporary bypassed it. </span>

**Big big thank to Greeg Peeper from Microsoft for his help and support!**

**HLSL and D3D .FX roxx**
<span class="texte2">It eases and speeds the work so much. I had several problems (still the mysterious D3DX bug) to compile/open a .fx file in my project, but I guess it only happens to me…</span>

<span class="texte2"></span>**So I started a new Renderer project (IrionSM3Renderer)**
<span class="texte2">Ripped a lot of the code from the IrionDX9Renderer one (Vertex Buffer and other D3D resources creation and maintenance).</span>

<span class="texte2"></span>**Let’s go for the Deferred Shading.**

<span class="texte2">**1) Created three Rendering Targets, 32bits wide each.**
The first is D3DFMT\_A8R8G8B8 to store the albedo.
The second is D3DFMT\_R32F to store the pixel’s Z.
The third is D3DFMT\_G16R16F to store the X and Y components of the pixel’s normal.
I think I’ll need a fourth one later to add material properties. </span>

**2) Program the following rendering passes:**
• Rendering into the MRTs. Nothing complex, except a little detail I explain below.
• Do the lighting, for each light I parse the MRTs, computing the lighting for each pixel and accumulate the result in a D3DFMT\_A16B16G16R16F buffer (why bother).
• Display the accumulation buffer by copying it in the back buffer (have to take care of few things to make the 3D GUI Helpers still rendering with the standard path).

As usual, I had few matrices issues, and I also didn’t realised that storing data in the Rendering Target can only be in the \[0, 1\] range and not \[-1, 1\] (like the normals…).

All the data are transformed into the camera’s space, I can reconstruct the Normal ’s Z (Z = sqrt(1-X²-Y²)) as I don’t mind about the sign of the vector (always positive in camera’s space).

<span class="texte2"></span>**That’s all for now…Diffuse and Specular lighting is done, with a basic material.**

**I modified the Test3D program**
<span class="texte2">to be able to switch on the fly between the DX9Renderer and the SM3Renderer.
It’s great, I can see the differences instantaneously!</span>

<span class="texte2">**Screenshots Time!**</span>

<span class="texte2">![](/assets/fromcs/Render1_SM3.jpg)</span>

<span class="texte2"><span class="texte">Per pixel lighting, yummy.</span></span>

<span class="texte2"><span class="texte"><span class="texte">Note: the lighting is not the exact same one because I don’t take into account all the material settings. The specular is not at the same place as the FFP version, I think I’ll figure it out later. </span></span></span>

<span class="texte2"><span class="texte"><span class="texte">![](/assets/fromcs/Render1_DX9.jpg)</span></span></span>

DX9 Fixed Function Pipeline version.
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