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C0DE517E

Computer Science && Computer Graphics && Altera

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Transmission Terminated

The blog is now here: https://www.c0de517e.com/ I won't keep anymore posting to both. Move over!

Future Engines

https://c0de517e.com/014_future_engines.htm

(untitled)

Read the article here: https://c0de517e.com/013_web.htm This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

Peaked technologies.

Read the article here: https://c0de517e.com/012_peak_tech.htm This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

Portals are misunderstood.

Read the article here: https://c0de517e.com/011_portals.htm This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

The art and joy of well-architected "bad code".

Read the article here: https://c0de517e.com/009_website_joy.htm This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

Exploring the design space of "remote scene approximation"

Read the article here: Exploring the design space of "remote scene approximation". (c0de517e.com) This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

From the archive: Notes on environment lighting occlusion.

Read the article here: From the archive: Notes on environment lighting occlusion. (c0de517e.com) This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

Writing to stimulate the brain, and to quiet it.

Read the article here: Writing to stimulate the brain, and to quiet it. (c0de517e.com) This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

WASMtoy

Read the article here: Crap: WASMtoy. (c0de517e.com) This blogspot site is dead! Update your links (and RSS!) to my new blog at c0de517e.com.

20x1000 Use(r)net Archive.

Read the following article here: 20x1000 Use(r)net Archive. (c0de517e.com) This blog is dead! Update your links (and RSS!) to c0de517e.com. Below you will find a draft version of the post, all images, formatting and links will be missing here as I moved to my new system. 20x1000 Use(r)net Archive. An investigation of the old web. This website is a manifestation of an interest I've acquired over…

Notes: Reversing Revopoint Scanner.

Read the following article here: Notes: Reversing Revopoint Scanner. (c0de517e.com) This blog is dead! Update your links (and RSS!) to c0de517e.com. Below you will find a draft version of the post, all images, formatting and links will be missing here as I moved to my new system. I have to admit, I bought my (...checking the settings...) iPhone 13 pro back in the day mostly because of its 3d…

How does this work? txt2web.py

Read the following article here: https://c0de517e.com/001_txt2web.htm This blog is dead! Update your links (and RSS!) to c0de517e.com. Below you will find a draft version of the post, all images, formatting and links will be missing here as I moved to my new system. (tl;dr: badly) The common wisdom when starting a personal website nowadays is to go for a static generator. [LINK:https://gohugo.io/…

A new Blog: Reinventing the wheel.

Read the following article here: A new Blog: Reinventing the wheel. (c0de517e.com) This blog is dead! Update your links (and RSS!) to c0de517e.com. Below you will find a draft version of the post, all images, formatting and links will be missing here as I moved to my new system. A new Blog: Reinventing the wheel. I made my first website in high school, must not have been long after I discovered…

Half baked and a half: A small update.

Previously: C0DE517E: Half baked: Dynamic Occlusion Culling Trying the idea of using the (incrementally accumulated) voxel data to augment the reprojection of the previous depth buffer. Actually, I use here a depth from five frames ago (storing them in a ring buffer) - to simulate the (really worst-case) delay we would expect from CPU readbacks. Scene and the final occlusion buffer (quarter res):…

From the archive: Notes on GGX parallax correction.

As for all my "series" - this might very well the first and last post about it, we'll see. I have a reasonable trove of solutions on my hard-drive that were either shipped, but never published, not even shipped or were, shipped, "published" but with minimal details, as a side note of bigger presentations. Wouldn't it be a shame if they spoiled? Warning! All of what I'm going to talk about next…

Half baked: Dynamic Occlusion Culling

The following doesn't work (yet), but I wanted to write something down both to put it to rest for now, as I prepare for GDC, and perhaps to show the application of some of the ideas I recently wrote about here . A bit of context. Occlusion culling (visibility determination) per se is far from a solved problem in any setting, but for us (Roblox) it poses a few extra complications: We don't allow…

Hidden in plain sight: The mundanity of the Metaverse

Don’t you hate it when words get stolen? Now, we won’t ever have a “web 3”, that version number has been irredeemably coopted by scammers or worse, tech-bros that live a delusion of changing the world with their code, blindly following their ideology without ever trying to connect to the humanity code’s meant to serve. Well, this is what happened to “the metaverse”. It didn’t help that it never…

How to render it. Ten ideas to solve Computer Graphics problems.

Pre-Ramble. A decade ago or so, yours truly was a greener but enthusiastic computer engineer, working in production to make videogames look prettier. At a point, I had, in my naivety, an idea for a book about the field, and went* to a great mentor, with it. * messaged over I think MSN messenger. Could have been Skype, could have been ICQ, but I think it was MSN... He warned me about the amount of…

Machines Arose

The era of algorithmic slavery. When we think of the rise of the machines, we picture skynet and the matrix. Humanity literally fighting the AI, with big pew-pew guns, and getting enslaved by it. Heroes seeing through the deception, illuminated minds, perhaps looking insane to the average bystander, purposed with a higher calling. We lose ourselves in the bombast of Hollywood, we take metaphors…

Real-time rendering - past, present and a probable future.

This presentation was a keynote given to a private company event - I'm not sure if I'm at liberty to say more about it - but the content is quite universal, so I hope you'll enjoy! It does not talk directly of Roblox or the Metaverse... but at the same time, it has, near the end, some strong connections to it. Slides here ! Also... this is not the first "open problems" slide deck I make, and I…

DOS Nostalgia: On using a modern DOS workstation.

Premise. This blog post is useless. And rambling. As it's useless the machine I'm typing this on, a Pentium 3 subnotebook from the 90ies. You have been warned! But, it might be entertaining, and I suspect many of the people doing what I do and reading what I write, are in a similar demographic and might be starting to be nostalgic, thinking of their formative years and wondering if they're worth…

WTF is the Metaverse?!

Disclaimer! Yes, I work at Roblox. It's been a decade or so since I could pretend this space to be anonymous, and many years ago I made it clear that c0de517e/deadc0de = Angelo Pesce. And yes, my work makes me think about what this "metaverse" thing is more than the average person on the street (Roblox has been a metaverse company long, long before it was "cool"). I guess like an engineer at…

Why Raytracing won't simplify AAA real-time rendering.

"The big trick we are getting now is the final unification of lighting and shadowing across all surfaces in a game - games had to do these hacks and tricks for years now where we do different things for characters and different things for environments and different things for lights that move versus static lights, and now we are able to do all of that the same way for everything..." Who said this?…

Hallucinations re: the rendering of Cyberpunk 2077

Introduction Two curses befall rendering engineers. First, we lose the ability to look at reality without being constantly reminded of how fascinatingly hard it is to solve light transport and model materials. Second, when you start playing any game, you cannot refrain from trying to reverse its rendering technology (which is particularly infuriating for multiplayer titles - stop shooting at me,…