Twitter: twitter.com Website: soldierknowsbest.com
Video Rating: 4 / 5
Twitter: twitter.com Website: soldierknowsbest.com
Video Rating: 4 / 5
Twitter: twitter.com Website: soldierknowsbest.com
Darren finishes off the photo frame case mod with a little cable beautification and accent lighting. Shannon’s getting into programming without touching a line of code using the Illumination Software Creator from Radical Breeze. Plus getting crafty with packets and the hping utility, open-source dropbox alternative based on OpenSSH and Rsync, and multi-threaded steganography bruter-forcers!
Video Rating: 4 / 5

GAMEINFORMER.COM (ALL RIGHTS RESERVED) Eric Johnson and Doug Lombardi take us through the old and now brand new Studio Headquarters of Valve Software. Details and concept art of Valve’s upcoming Portal 2 development are included. Valve explains and shows off its Cabal system in the new building and how much of a change the new work environment will be for Valve’s designers, concept artist and programmers. CHECK OUT GAMEINFORMER.COM FOR MORE DETAILS ON PORTAL 2 gameinformer.com Thanks for watching!
Video Rating: 4 / 5
Breve descripción de los dispositivos de harwdare
Video Rating: 3 / 5

Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a kd tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. An implementation on a consumer GPU and 8-core CPU renders high-quality global illumination at up to 26 Hz at HD (1920×1080) resolution, for complex scenes containing moving objects and lights. More info and resources: bit.ly
Video Rating: 4 / 5