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   //|  ||  |  |  |  |  '  ||  ||  |  |  '  |//|  |  '  ||  |||  ||  '''|'''  |/   
   ///..//../../../..//.../....//../../...  ////..//...///..///..///....//...///   
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   //.... .           ./      /////. ...//.   ./////...       .   ...   .. ././/   
   ..                          ..       .       .//               .          ...   
                                                /                                  

20170204 - Index - RSS



TimothyLottes.github.io - Welcome to this Online Blog and Archive.


Recently Changed
20170216 - Sediment Layers
20170204 - GDC Schedule
20170111 - CES Display Comments
20161218 - Orlando Area List
20161121 - Moving Beyond Rendering With Triangles

Updates
RSS feed is done manually, so only the minimal note that a page was added (and I rairly update). Switched over to using protonmail.com for my email. To contact me, email TimothyLottes at that domain. Using duckduckgo.com for search personally, added the duckduckgo widget to this site for direct site search, but the site is too new to get picked up yet.

2017
20170216 - Sediment Layers
20170204 - GDC Schedule
20170111 - CES Display Comments

2016
20161218 - Orlando Area List
20161121 - Moving Beyond Rendering With Triangles
20161117 - Mechanics of Vulkan SPIR-V Specialization
20161114 - Believing in an Image
20161113 - Vintage Programming 2
20161112 - Plasma Displays
20161109 - CreamTracker
20161108 - Linux Link Farm
20161105 - Owlboy via CRT
20161104 - Is OpenVR Actually Open?
20161103 - Game List
20161102 - Frequent Web Travels
20161101 - Linear Dithering Before Transfer Function

20161031 - FPGA Links
20161030 - Demo Tube Mega List
20161029 - Program Per Clock
20161028 - Rotated View Vs Rotated Sample Grid In Pixel
20161027 - FXAA Pixel Width Contrast Reduction
20161023 - Sphere Tracing AA
20161022 - Variation on Branching Design - Return Only
20161018 - Fixed Point Rounding
20161017 - Notes from Attempting to Understand FPGA Timing Limits
20161016 - Instruction Fetch Optimization
20161015 - Atomic Scatter-Only Gather-Free Machines
20161014 - Possible Directional Routing Hoplite Variant?
20161013 - SymbOS - 8-bit OS Awesome Sause
20161012 - Technical Evaluation of Traditional vs New "HDR" Encoding Crossed With Display Capability
20161011 - Forth Hardware Thoughts
20161005 - Epiphany-V Taped Out
20161004 - T4K Try 3
20161003 - T4K Try 2
20161001 - T4K Try 1

20160921 - Parallel Noise Generation
20160912 - The Great MacOS 9
20160909 - Thinking "Clearly" About 4K
20160908 - Transistor Count Thoughts
20160905 - GPU Parking Lot

20160806 - Uber Shader Unrolling

20160731 - Vulkan From Scratch Part 2
20160728 - Blink Mechanic for Fast View Switch for VR
20160727 - Vulkan - How to Deal With the Layouts of Presentable Images
20160726 - On Killing WIN32?
20160724 - Simplified Vulkan Rapid Prototyping
20160723 - Why Motion Blur Trivially Breaks Tone-Mapping - Part 2
20160721 - Why Motion Blur Trivially Breaks Tone-Mapping - Part 1
20160720 - Re Twitter: Thoughts on Vulkan Command Buffers
20160716 - Display Inspiration
20160715 - LED Displays
20160706 - Low Cost Branching to Factoring Out Loop Exit Check
20160705 - CPU Threading to Hide Pipelining
20160704 - Relative Addressing With XOR - Removing an Adder

20160626 - FPGA Processor Rethinking : Part 2
20160623 - FPGA Processor Rethinking
20160606 - Knupath: Push Model

20160517 - VK_AMD_rasterization_order Time Saver
20160507 - Parallel Project : Routing Thoughts

20160424 - Parallel Project : Register File
20160423 - Parallel Machine Thoughts
20160420 - April 2016 LG OLED65G6P HDR OLED TV Review on HDTVtest
20160409 - ELF
20160403 - Compiling on Linux Without Libc

20160331 - Instant Soft-Reboot to Prior Machine Snapshot
20160330 - Practical Example of Things Linux Supporters Should Fix
20160315 - Grading Via GCN Cube Instruction
20160307 - Jamin NeoGaf PS4 Story Shirts
20160304 - Tim Sweeney on UWP - And My Thoughts on the Topic

20160127 - Temporal AA Neighborhood Clamp
20160126 - Local/Global Dimming, Blooming, Contrast Ratios - CRT/LCD/Plasma/OLED
20160109 - Driving NTSC TVs From Modern GPUs at 59.94 Hz Without Interlacing
20160101 - GPU Links

2015
20151222 - Random Holiday 2015
20151202 - Quality MSAA Resolve

20151127 - Black Friday vs Display Technology
20151123 - Cross-Invocation Data Sharing Portability
20151122 - CRT Inventory
20151121 - ISA Toolbox
20151116 - Mixing Temporal AA and Transparency
20151113 - Rethinking the Symbolic Dictionary

20151029 - Location of "Filtering" in the Graphics Pipeline
20151028 - Random Thoughts on TS vs Alternatives
20151027 - Temporal Filtering With Dithered Transparency
20151026 - Cached Texture Space Shading and Consistency?
20151025 - Finer Points of Living in the Raleigh North Carolina Area
20151021 - Thoughts on Minimal Filesystem Design
20151020 - GLSL Language Evolution
20151015 - Resolution vs Super-Sampling vs Motion

20150930 - Tonemapping and Slot Mask Simulation
20150915 - Bacon Wrapped Sour Cream
20150914 - Tearaway Unfolded PS4 on Wega CRT HDTV
20150913 - Minimal Operand CPU ISA For IPC
20150912 - Self-Correcting Part 2 or Rather a Rant on Why Extreme DoD
20150911 - Self-Correcting CPU Pipelines
20150910 - September Trip to Iceland

20150829 - Ketogenic Diet Working on Year 2
20150828 - Atari Shock Reloaded?
20150814 - The Written Word
20150810 - 1536-5 : Keys
20150809 - 1536-4 : Coloring

20150722 - 1536-3 : Simplify, Repeat
20150719 - CRT Shadow Masks vs LCD
20150718 - Stochastic 1 Sample/Pixel Lit Fog stills
20150715 - 1536-2 : Assembling From the Nothing
20150714 - 1536-1 : The Programmer Addiction = Feedback
20150713 - Great Tube: Old computers did it better!
20150712 - Oh How Programming Has Changed
20150710 - Inspiration Reboot
20150709 - GPU Unchained ASCII Notes

20150630 - Sugar Free Peppermint Chocolate Chip Custard Ice Cream
20150626 - OS Project : 8 - Factoring out Hashing and Interpreting
20150624 - AMD Fury X (aka Fiji) is a Beast of a GPU Compute Platform
20150623 - BenQ XL2730Z Blur Reduction vs CRT
20150604 - Panasonic CT-34WX59 = Piece of Junk

20150525 - OS Project : 7 - PS/2 and Misc
20150522 - The Other Project Cleaned Up
20150521 - Natalya Tatarchuk: Applied Graphics Research for Video Games
20150509 - OS Project : 6 - Hashing

20150430 - The Other Project Getting Wired
20150426 - Source-Less Programming : 5
20150424 - Source-Less Programming : 4
20150423 - Source-Less Programming : 3
20150422 - Source-Less Programming : 2
20150421 - Look No Triangles : Scatter vs Gather
20150420 - From Scratch Bug 2 : Source-Less Programming
20150416 - Pixel Art and Slot Mask Pitch
20150415 - Indie vs Real Slug Fest
20150414 - From Scratch Bug
20150406 - End of an Era
20150403 - Why I'm Using Fedex From Now On

20150328 - Stills From My Talk
20150309 - Quick Thoughts on Strobbed LCD Displays for VR Perf Proxy
20150327 - Other CRT Options
20150308 - CRTs

20150221 - Great Example of Horrible API Interface Design
20150220 - The Order 1886!

20150111 - Leaving Something for the Imagination
20150101 - Anime List

2014
20141231 - Continued Notes on Custom Language
20141223 - Transparency/OIT Thoughts
20141211 - AMD64 Assembly Porting Between Linux and Windows

20141010 - The Source of the Strange "Win7" Color Distortion?
20141006 - Driving NTSC TV from GTX 880M

20140926 - Post Depth Coverage
20140921 - Using GDB Without Source and With Runtime Changing of Code
20140920 - Interlacing at High Frame Rates and Low Persistence?
20140910 - Forward vs Deferred From the Perspective of GPU Limits

20140830 - HDFury Nano GX: Part 2
20140828 - HDFury Nano GX: HDMI to VGA
20140826 - Scifi Reading Suggestion List From Twitters
20140823 - MinWM
20140819 - Scanlines
20140816 - Vintage Programming
20140814 - HRAA And Coverage and Related Topics
20140810 - Front Buffer Rendering
20140809 - Strict Aliasing

20140730 - Scanlines and Vintage TVs
20140723 - Body Hacking Running on Oil
20140717 - Bad Industry Humor: Computer Engineering Hall of Shame
20140715 - Infinte Projection Matrix Notes
20140712 - VR Topics : Racing Scan-Out + Filtering/Noise

20140627 - CG Anti-Aliasing in 1984
20140621 - Filtering and Reconstruction : Points and Filtered Raster Without MSAA
20140606 - Easy Understanding of Natural Draw Rate Limiters and The Route To Zero Overhead

20140511 - Reviving Vintage Programming Practice Combined With Brute Force
20140506 - The Other Project

20140425 - OIT
20140420 - Minimal x86-64 Elf Header for Dynamic Loading
20140413 - Minimal Single Symbol ELF For Using GL
20140406 - Practical Assembly

20140330 - GCN and Wavefront Occupancy
20140328 - Related to Filtering for VR

20140110 - Portable Read-Only Thumb Linux
20140104 - GL Idea Listing
20140103 - Killzone Shadow Fall Multiplayer After 50 Hours

2013
20131126 - Random Next Generation Notes

20130825 - Modern Memory Mapping
20130821 - Modern Racing the Beam is a Great Idea
20130814 - Notes on AMD GCN ISA
20130808 - Runtime Recompile Reloaded

20130707 - Slab Hash
20130703 - Thinking About a Better Graphics API

20130524 - AMD GCN GPU Scaling : Tablet To Desktop

20130325 - Understanding WIN32 GetRawInputBuffer()
20130321 - ARB_sample_shading and NVIDIA Inspector SGSSAA

20130226 - Shader Aliasing and Small Triangles
20130215 - Linear Lighting Food for Thought
20130206 - Virtual Texture Space Shading + Multi-Bounce IBL + More

20130119 - Understanding the Speed of Light of Game Input Latency
20130109 - Run-time Binary Reload Detailed

2012
20121229 - Practical Non-Atomic CPU/GPU Communication
20121216 - New Parallel Sorting Idea?
20121206 - Sorted Transparency or Discard
20121203 - Simple Custom Web Server Tricks
20121202 - Winged Doom: Stealer

20121026 - Abusing 3D Stereo for Better Non-Stereo
20121010 - Faster GPU Integer Math Using Subnormals
20121001 - Linux Distros and Compression

20120903 - Linux Threading Via Syscalls

20120821 - Alpha-Test and MSAA
20120802 - DX Camera Motion from Depth
20120801 - A Better and Faster way to do TLS

20120719 - Dynamic Linking and Run-time Recompile
20120706 - Exposure Render

20120513 - Frame Stutter Reduction Via Time Smoothing

20120414 - Engine Scaling on April 2012 GPUs

20120211 - Old School: Modems

20120112 - To Extremes and Back To Reality
20120110 - Single Pass SRAA
20120109 - SBAA Paper, SRAA, and Texture-Aligned Deferred Shading (TADS)
20120107 - Games vs Film Part 2
20120101 - Games vs Film

2011
20111031 - Exclusive Core Access
20111026 - Sharpness vs Temporal Aliasing

20110907 - Parallel Programming With Clones

20110611 - Optimizing the Linear Play-Through Game

20110403 - TSSAA (Temporal Super-Sampling AA)

20110331 - DX11 Tessellation and Level Building Blocks

2010
20101005 - MSVC Optimizing Static Constant Data Copy?
20101004 - MSVC Optimizing Static Constant Function Tables?

20100401 - Prior Fine Art Photography

20100108 - AntiPlanet2
20100105 - Game Engine Architecture
20100104 - OnLive Notes
20100102 - PC CPU Task Parallelism Limits

2009
20091229 - DirectCompute 3D Fluid Simulation Tube

20090917 - Food-For-Thought Supermarket Aisle
20090909 - L1 Misses

20090812 - Stochastic Visibility in Distorted Fisheye
20090804 - Aras's Compact Normal Storage

20090728 - Morphological AA Part II
20090714 - Hybrid Cached Raycast and Reproject Raster
20090710 - Video of Particles via L-System and Stochastic Visibility
20090709 - Stochastic Visibility Update
20090708 - GPU Ray Traversal Efficiency
20090705 - Odd Transparent Rendering Ideas

20090611 - Factoring Out the Job Scheduler
20090606 - Thread Scheduling Part 3
20090605 - SIMD Binning And Caches
20090604 - Thread Scheduling Part 2
20090602 - Thread Scheduling Part 1

20090519 - GPU REYES
20090513 - Gaussian KD Trees
20090506 - Electromagnetic Spectrum and Rendering
20090505 - Compute Mega Post
20090501 - 32bpp HDR Blending Idea

20090422 - WFA Image Compression
20090407 - DXT Tip

20090318 - Reattachable Code

20090110 - Hole Filling

2008
20081218 - Reprojection 2
20081216 - Reprojection 0
20081209 - Atom Updates

20081030 - Parallel Rapid Development Architecture
20081020 - Temporal Binned Ring Buffers
20081014 - Octahedron Mapping
20081010 - Temporal Locality

20080918 - General Purpose

20080709 - Anti-Aliasing
20080704 - Micro Polygons II

20080628 - Micro Polygons

2007
20071126 - Optimization and More
20071121 - Deferred Shading III
20071116 - Deferred Shading II

20071026 - Transform Feedback
20071025 - Motion Cards
20071024 - Geometry Shader Woes
20071018 - Cubemap Concepts
20071015 - Drawing in Reverse II

20070926 - Drawing in Reverse
20070921 - Assembler in Atom4th
20070919 - Editor Working
20070915 - Building the Chicken Without an Egg
20070912 - The Making of a Font
20070910 - 2 4th | !2 4th

20070822 - New Pipeline Progress
20070819 - High Dynamic Range
20070818 - Deferred Fractal Environment Shading
20070817 - Videos Update
20070816 - CFD Videos
20070810 - Graphics Engine Lighting
20070809 - Graphics Engine Videos

20070731 - High Resolution Screen Shots
20070730 - Computational Fluid Dynamics Code
20070715 - Self Healing
20070713 - Micro Imposters
20070712 - Fragment Raytracer
20070711 - Infinite Level of Detail
20070710 - Graphics Engine Introduction
20070709 - 3D Audio and KEMAR Data
20070708 - Breaking Firewalls
20070707 - Management Server
20070706 - 510 Players on Screen at 128 Kbps
20070705 - UDP Player Bandwidth
20070704 - Network Latency
20070703 - Cost of Bandwidth
20070702 - Market Research

2004
20040101 - Simple IP Reference