By Lucas on July 27, 2017
...unless you really like writing engines, which I do. I never got around to posting about this project since I was kind of waiting for it to be something cooler, but a couple of years in of working on it once in a while the amount of work left kind of hit me. In the […]
Posted in Programming | Tagged Frosting
By Lucas on September 19, 2014
My most recent project just got revealed! We set out to recreate the Apollo 11 landing site and specifically the iconic photo on Buzz Aldrin stepping off from the LEM inside Unreal Engine 4 using NVIDIA's upcoming global illumination middleware called VXGI and our new Maxwell GPU architecture. It was actually a really interesting project […]
Posted in Programming, Work | Tagged Apollo11
By Lucas on June 5, 2014
The FaceWorks Tegra K1 demo I worked on finally made it to the play store! If you have a K1 device give it a shot Installs are pretty low still since you need an Android (sorry, no Jetsons) Tegra K1 device that supports OpenGL 4.4 non-ES and I think the only one out there so […]
Posted in Programming, Work | Tagged Faceworks
By Lucas on May 18, 2014
This is kind of a neat hack I ran across: At work were talking about if it was possible to export a native Win32 data symbol from a .NET application. The reason you would want to do this is because there is a method of controlling NVIDIA Optimus by doing so. Optimus tries to guess […]
Posted in Programming, Work
By Lucas on November 26, 2013
fxguide just posted a pretty extensive article about the state of the art in face rendering: "The Art of Digital Faces at ICT – Digital Emily to Digital Ira" and it has section about the NVIDIA Digital Ira/FaceWorks project I worked on. We've actually made two different version of Digital Ira so far. The "super-duper" […]
Posted in Programming, Work | Tagged Faceworks
By Lucas on August 5, 2012
A few weeks ago a coworker and I were complaining about how annoying it is to make self contained tools and utilities. It seems like everything depends on 1000 DLLs these days. All our engine is statically linked because a) Is anybody really going to build off a binary-only version and then want to upgrade […]
Posted in DLLMasher, Programming