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    <link>http://gmane.org</link>
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  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22084">
    <title>Procedural scenes</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22084</link>
    <description>&lt;pre&gt;Hi.

Sorry for this OT, but I need to know from the experts.

Do you know which software generates backgrounds like in Bejeweled?

Thanks.

Jose------------------------------------------------------------------------------
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    <dc:creator>Jose Marin</dc:creator>
    <dc:date>2012-04-28T10:36:57</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22083">
    <title>CFP - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCEAND EXPERT SYSTEMS (IJAE)</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22083</link>
    <description>&lt;pre&gt;
 
CALL FOR PAPERS - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE AND EXPERT SYSTEMS (IJAE)
ISSN: 2180-124X

Volume 3, Issue 3

Info. at http://www.cscjournals.org/csc/journals/IJAE/journal_cfp.php?JCode=IJAE

Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Artificial Intelligence and Expert Systems (IJAE) Volume 3, Issue 3.

 

The main aim of the International Journal of Artificial Intelligence and Expert Systems (IJAE) is to provide a platform to AI &amp;amp; Expert Systems (ES) scientists and professionals to share their research and report new advances in the field of AI and ES. IJAE is a refereed journal producing well-written original research articles and studies, high quality papers as well as state-of-the-art surveys related to AI and ES. By establishing an effective channel of communication between theoretical researchers and practitioners, IJAE provides necessary support to practitioners in the design and development of intelligent and expert systems, and the difficulties faced by the practitioners in using the theoretical results provide feedback to the theoreticians to revalidate their models. IJAE thus meets the demand of both theoretical and applied researchers in artificial intelligence, soft computing and expert systems. 

IJAE is a broad journal covering all branches of Artificial Intelligence and Expert Systems and its application in the topics including but not limited to technology &amp;amp; computing, fuzzy logic, expert systems, neural networks, reasoning and evolution, automatic control, mechatronics, robotics, web intelligence applications, heuristic and AI planning strategies and tools, computational theories of learning, intelligent system architectures.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

      AI for Service Engineering
     Integrated/Hybrid AI Approaches
     
       

      AI for Web Intelligence Applications
      

      Intelligent Planning
     
       

      AI in Bioinformatics
      

      Intelligent Search
     
       

      AI Parallel Processing Tools
      

      Intelligent System Architectures
     
       

      AI Tools for CAD and VLSI Analysis/Design/Testing
      

      Knowledge Acquisition
     
       

      AI Tools for Computer Vision and Speech Understand
      

      Knowledge-Based Systems
     
       

      AI Tools for Multimedia
      

      Knowledge-Based/Expert Systems
     
       

      Application in VLSI Algorithms and Mobile Communication
      

      Logic Programming
     
       

      Automated Reasoning
      

      Machine learning
     
       

      Case-based reasoning
      

      Multi-agent Systems
     
       

      Data and Web Mining
      

      Neural Computing
     
       

      Derivative-free Optimization Algorithms
      

      Neural Networks for AI
     
       

      Emotional Intelligence
      

      Object-Oriented Programming for AI
     
       

      Evolutionary and Swarm Algorithms
      

      Parallel and Distributed Realization of Intelligence
     
       

      Expert System Development Stages
      

      Problem solving Methods
     
       

      Expert Systems Components
      

      Reasoning and Evolution of Knowledge Bases
     
       

      Expert-System Development Lifecycle
      

      Rough Sets
     
       

      Fuzzy Sets and logic
      

      Rule-Based Systems
     
       

      Heuristic and AI Planning Strategies and Tools
      

      Self-Healing and Autonomous 

      Systems
     
       

      Hybridization of Intelligent Models/algorithms
      

      Uncertainty
     
       

      Image Understanding
      

      Visual/linguistic Perception
     
       

      Inference
      
     



Important Dates - IJAE CFP - Volume 3, Issue 3.

Paper Submission: March 31, 2012 
Author Notification: May 15, 2012 

Issue Publication: June 2012 



For complete details about IJAE archives publications, abstracting/indexing, editorial board and other important information, please refer to IJAE homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress&amp;lt; at &amp;gt;cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.



A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php



Sincerely,
 
J. Stewart
Computer Science Journals (CSC Journals)
 
B-5-8 Plaza Mont Kiara, Mont Kiara
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Tel: + 603 6207 1607, + 603 2782 6991
Fax:+ 603 6207 1697
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    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-02-29T20:38:07</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22081">
    <title>CFP - INTERNATIONAL JOURNAL OF EXPERIMENTALALGORITHMS(IJEA)</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22081</link>
    <description>&lt;pre&gt;

CALL FOR PAPERS - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS (IJEA)
ISSN:  2180-1282

Volume 3, Issue 1
Info. at http://www.cscjournals.org/csc/journals/IJEA/journal_cfp.php?JCode=IJEA
 
Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Experimental Algorithms (IJEA) Volume 3, Issue 1.

 

Experimental Algorithmics studies algorithms and data structures by joining experimental studies with the more traditional theoretical analyses. With this regard, the aim of The International Journal of Experimental Algorithms (IJEA) is (1) to stimulate research in algorithms based upon implementation and experimentation; in particular, to encourage testing, evaluation and reuse of complex theoretical algorithms and data structures; and (2) to distribute programs and testbeds throughout the research community and to provide a repository of useful programs and packages to both researchers and practitioners. IJEA is a high-quality, refereed, archival journal devoted to the study of algorithms and data structures through a combination of experimentation and classical analysis and design techniques. IJEA contributions are also in the area of test generation and result assessment as applied to algorithms.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

      Algorithm Engineering
     Dynamic Graph Algorithms
     
       

      Algorithmic Code
      

      Experimental Techniques and Statistics
     
       

      Algorithmic Engineering
      

      Graph Manipulation
     
       

      Algorithmic Network Analysis
      

      Graphics
     
       

      Analysis of Algorithms
      

      Heuristics
     
       

      Approximation Techniques
      

      Mathematical Programming For Algorithms
     
       

      Cache Oblivious algorithm
      

      Metaheuristic Methodologies
     
       

      Combinatorial Optimization
      

      Network Design
     
       

      Combinatorial Structures and Graphs
      

      Parallel Processing
     
       

      Computational Biology
      

      Randomized Techniques in Algorithms
     
       

      Computational Geometry
      

      Routing and Scheduling
     
       

      Computational Learning Theory
      

      Searching and Sorting
     
       

      Computational Optimization
      

      Topological Accuracy
     
       

      Data Structures
      

      Visualization Code
     
       

      Distributed and Parallel Algorithms
      

      VLSI Design
     



Important Dates - IJEA CFP - Volume 3, Issue 1.

Paper Submission: March 31, 2012 

Author Notification: May 15, 2012 

Issue Publication: June 2012 



For complete details about IJEA archives publications, abstracting/indexing, editorial board and other important information, please refer to IJEA homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress&amp;lt; at &amp;gt;cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.

 



A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php



Sincerely,
 
J. Stewart
Computer Science Journals (CSC Journals)
 
B-5-8 Plaza Mont Kiara, Mont Kiara
50480, Kuala Lumpur, Malaysia
 
Tel: + 603 6207 1607, + 603 2782 6991
Fax:+ 603 6207 1697
Url: http://www.cscjournals.org
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    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-02-21T18:52:28</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22077">
    <title>Pick dominant light from sh coeffs</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22077</link>
    <description>&lt;pre&gt;I have 9 red, 9 green and 9 blue sh coefficients (packed using the method
in appendix 10 of http://www.ppsloan.org/publications/StupidSH36.pdf).

I want to pick a single dominant light to use for specular. How would I go
about efficiently extracting the direction and color of that light from the
coefficients?

Looks like I need to calculate the "optimal linear direction" which is
supposedly in this paper
http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf, however
I can't see it. Worse still, if it is in there, it is probably an integral
that I will struggle to turn into code!

Thanks

Dan
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    <dc:creator>Dan Treble</dc:creator>
    <dc:date>2012-02-02T23:22:21</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22076">
    <title>Invitation to connect on LinkedIn</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22076</link>
    <description>&lt;pre&gt;Game,

I'd like to add you to my professional network on LinkedIn.

- Alias

Alias  Cummins
Flash Developer at British Sky Broadcasting
London, United Kingdom

Confirm that you know Alias  Cummins:
https://www.linkedin.com/e/-caiq50-gu9y5gvy-21/isd/4714277300/g4NacFFU/?hs=false&amp;amp;tok=1UYmo2ATY7E4Y1

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Archives:
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    <dc:creator>Alias Cummins</dc:creator>
    <dc:date>2011-10-27T16:07:33</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22075">
    <title>marcsh wants questions from you on Formspring</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22075</link>
    <description>&lt;pre&gt;Hi Game Development Algorithms,
marcsh invites you to get to know friends better on Formspring. Once you join, you'll be able to ask and respond to fun questions like this one:

What makes you laugh?

Join marcsh on Formspring

http://www.formspring.me/marcsh?utm_medium=email&amp;amp;utm_source=email&amp;amp;utm_campaign=invite&amp;amp;type=google&amp;amp;inviter=/Rkwh+WTTa8=


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    <dc:creator>marcsh</dc:creator>
    <dc:date>2011-10-23T00:20:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22069">
    <title>procedural star graph generator</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22069</link>
    <description>&lt;pre&gt;

I am looking for some code that can procedurally generate a star graph

--
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Please use ISO approved file formats excluding Office Open XML - http://www.gnu.org/philosophy/no-word-attachments.html
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&lt;/pre&gt;</description>
    <dc:creator>Tom Sparks</dc:creator>
    <dc:date>2011-09-09T08:10:27</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22058">
    <title>Good sources / RSS feeds to track emerging researchpapers?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22058</link>
    <description>&lt;pre&gt;I realize it isn't a question about a specific algorithm, but I assume most
of the readers of this list track emerging research papers to inform their
own development.

Does there exist any one particularly good source?  Or does everyone mostly
just watch SIGGRAPH et al each year?

&lt;/pre&gt;</description>
    <dc:creator>Megan Fox</dc:creator>
    <dc:date>2011-08-25T19:05:15</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22054">
    <title>mesh to 3D texture?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22054</link>
    <description>&lt;pre&gt;So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D
texture on the GPU, fairly low res, something like 64^3). At each point I'd
like to have access to color, a (rough) surface normal, and some kind of
indicator of whether the space is "empty" or "filled".

Is there some clever way I can use GPU rasterization to fill it (ideally
keeping the whole process on the GPU)? I thought about rendering the mesh in
slices with very narrow front and back clip planes, once for each slice of
the 3D texture, but it seems like there could be issues with polygons
perpendicular to my z axis not showing up, creating holes...

Any advice?

&lt;/pre&gt;</description>
    <dc:creator>Jeff Russell</dc:creator>
    <dc:date>2011-08-25T17:04:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22040">
    <title>Draw &amp; fill regular polygon?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22040</link>
    <description>&lt;pre&gt;I should know how to do this, but i don't. I only have the ability in my system to draw lines (x1,y1,x2,y2)' to a bitmap, or write to the bitmap as a byte array. Can someone tell me the stepwise procedure to draw a polygon of n sides and then fill it? Having trouble finding anything online that doesn't use pre-existing primitives or libraries.

Thanks,

Joel
Sent from my iPhone
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&lt;/pre&gt;</description>
    <dc:creator>Joel B</dc:creator>
    <dc:date>2011-08-10T11:49:21</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22032">
    <title>2D Side Terrain generation</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22032</link>
    <description>&lt;pre&gt;Hello, I'm looking for algorithms for generating 2d terrain from a side view, like the old Defender game from the 80's, except with mountains grass, rocks, lakes etc instead of just lines.

Here is an example of what I have done in Photoshop:

http://img855.imageshack.us/img855/8125/examplelp.png

Anyone on this list have some suggestions? It doesn't have to be real time, although that would be interesting too. 

 - Joel
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&lt;/pre&gt;</description>
    <dc:creator>Joel B</dc:creator>
    <dc:date>2011-08-09T02:22:03</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22031">
    <title>hey Game</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22031</link>
    <description>&lt;pre&gt;Hey Game, you won't have to worry about your credit card debt anymore http://michiganrestaurantreviews.com/redirect.php?to=aHR0cDovL3d3dy5jbmJjNy5jb20vP3BpZD0yNDI5MDE=

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http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list

&lt;/pre&gt;</description>
    <dc:creator>mjohnson2005&lt; at &gt;gmail.com</dc:creator>
    <dc:date>2011-05-23T06:34:54</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22025">
    <title>Speculative Contacts</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22025</link>
    <description>&lt;pre&gt;Hi guys,

Just thought i'd post this here in case you've not already seen the
article in the thread on gamdev.net:

http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/

Its my blog post on a new collision detection technique as seen in
games such as Little Big Planet...

Hope you enjoy it :)

Cheers, Paul.

&lt;/pre&gt;</description>
    <dc:creator>Paul Firth</dc:creator>
    <dc:date>2011-03-28T19:27:01</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22024">
    <title>Isometric 2d, breaking out of the grid</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22024</link>
    <description>&lt;pre&gt;Hi guys,

I know this list is mainly console developers, but i think there are a
few guys doing web games on here, so i'll put this article out there
in the hopes that its useful for someone :)

Its about a different way to approach collision detection in an
isometric 2d game, called "2d Isometric land – breaking out of the
grid", i hope you like it:

http://www.wildbunny.co.uk/blog/?p=63

:)

Cheers, Paul.

&lt;/pre&gt;</description>
    <dc:creator>Paul Firth</dc:creator>
    <dc:date>2011-02-24T10:49:27</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22012">
    <title>Texel area</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22012</link>
    <description>&lt;pre&gt;Hi all!

 

I've been struggling with a problem and I hope somebody can point me in the
right direction...

I'm making a lightmap/ambient occlusion map generator system, and for that I
built a rasterizer that calls a function that does the computations and
fills the target image.

The rasterizer works in UV space, but all parameters of the triangle are
interpolated.

 

Now, I wanted to add multisampling, so that I don't get just a single sample
for the ambient occlusion, and I want to "jitter" the source point (not only
the raycast direction), 

and for that I need to find out what's the area of the target lumel. By
area, I mean not only the actual area value, but the "rectangle" that bounds
the lumel, in world space...

 

So, what I want to do is, given 

 

- triangle T=(V1,V2,V3), in which V1, V2, V3 are vertexes that have some
properties (world space position, normal, diffuse color, texture coordinates
0 (in uniform space), texture coordinates 1 (in texture space, [0..texture
size[), etc),

- texture size

- position inside the triangle (absolute value in texture space)

 

is to find out the rectangle that bounds the texel in world space (origin+2
vectors)...

 

I've been thinking about this, but can't seem to find an approach that works
correctly... I'm expecting some error in this calculation (due to the
rasterizing process itself), but it's not a big deal since it's for sampling
purposes, but even so I can't seem to make it work...

 

So, if anyone got any links, keywords, or just a simple algorithm he doesn't
mind sharing, I'd appreciate it!

 

Best regards,

Diogo de Andrade

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    <dc:creator>Diogo de Andrade</dc:creator>
    <dc:date>2011-02-04T11:03:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22011">
    <title>Texel area</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22011</link>
    <description>&lt;pre&gt;Hi all!

 

I've been struggling with a problem and I hope somebody can point me in the
right direction...

I'm making a lightmap/ambient occlusion map generator system, and for that I
built a rasterizer that calls a function that does the computations and
fills the target image.

The rasterizer works in UV space, but all parameters of the triangle are
interpolated.

 

Now, I wanted to add multisampling, so that I don't get just a single sample
for the ambient occlusion, and I want to "jitter" the source point (not only
the raycast direction), 

and for that I need to find out what's the area of the target lumel. By
area, I mean not only the actual area value, but the "rectangle" that bounds
the lumel, in world space...

 

So, what I want to do is, given 

 

- triangle T=(V1,V2,V3), in which V1, V2, V3 are vertexes that have some
properties (world space position, normal, diffuse color, texture coordinates
0 (in uniform space), texture coordinates 1 (in texture space, [0..texture
size[), etc),

- texture size

- position inside the triangle (absolute value in texture space)

 

is to find out the rectangle that bounds the texel in world space (origin+2
vectors)...

 

I've been thinking about this, but can't seem to find an approach that works
correctly... I'm expecting some error in this calculation (due to the
rasterizing process itself), but it's not a big deal since it's for sampling
purposes, but even so I can't seem to make it work...

 

So, if anyone got any links, keywords, or just a simple algorithm he doesn't
mind sharing, I'd appreciate it!

 

Best regards,

Diogo de Andrade

------------------------------------------------------------------------------
The modern datacenter depends on network connectivity to access resources
and provide services. The best practices for maximizing a physical server's
connectivity to a physical network are well understood - see how these
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    <dc:creator>Diogo de Andrade</dc:creator>
    <dc:date>2011-02-04T10:50:08</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21987">
    <title>Acceleration Structures For Vertex Snapping</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21987</link>
    <description>&lt;pre&gt;Hi guys,

I'm working on the vertex snapping feature for our level editor.

So, in vertex snapping mode all translates are snapped to the nearest vertex
on screen.

Brute force approach would be something like --

- project all vertices to screen-space
- find closest vertex to object's projected pivot

I know, that nearest point query is an O(log N) problem with kd-tree.
But, building kd-tree for mesh vertices doesn't help here, because the query
is 'nearest point in screen-space'.
Kd-tree can be built for a set of projected (2d) vertices, it doesn't sound
great though, since tree has to be rebuilt on any camera moves.

What would you recommend ?

Or maybe I'm overengineering here and something more brute force will work
good enough.

Cheers,
Alex.
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    <dc:creator>Alexander Shafranov</dc:creator>
    <dc:date>2010-11-19T13:46:14</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21967">
    <title>Filtering</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21967</link>
    <description>&lt;pre&gt;Hi,

I have a texture in which I use the R, G and B channel to store a
value in the [0, 1] range with very high precision. The value is
extracted like this in the (Cg) shader:

float
extractValue(float2 pos) {
    float4 temp = tex2D(buffer, pos);
    return (temp.x * 16711680.0 + temp.y * 65280.0 + temp.z * 255.0) *
(1.0 / 16777215.0);
}

I now want to sample this value with bilinear filtering but when I do
this I don't get a correct result. If I do the filtering manually like
this:

float
sampleValue(float2 pos) {
float2 ipos = floor(pos);
float2 fracs = pos - ipos;
float d0 = extractValue(ipos);
float d1 = extractValue(ipos + float2(1, 0));
float d2 = extractValue(ipos + float2(0, 1));
float d3 = extractValue(ipos + float2(1, 1));
return lerp(lerp(d0, d1, fracs.x), lerp(d2, d3, fracs.x), fracs.y);
}

everything works as expected. The values in the buffer can be seen as
a linear combination of three constants:

value = (C0 * r + C1 * g + C2 * b)

If we use the built in texture filtering we should get the following
if we sample somewhere between two texels: {r0, g0, b0} and {r1, g1,
b1}. For simplicity we just look at filtering along one axis:

filtered value = lerp(r0, r1, t) * C0 + lerp(g0, g1, t) * C1 +
lerp(b0, b1, t) * C2;

Doing the filtering manually:

filtered value = lerp(r0 * C0 + b0 * C1 + g0 * C2, r1 * C0 + g1 * C1 +
b1 * C2, t)  =
                   = (r0 * C0 + b0 * C1 + g0 * C2) * (1 - t) + (r1 *
C0 + g1 * C1 + b1 * C2) * t =
                   = (r0 * C0) * (1 - t) + (r1 * C0) * t + ... =
                   = lerp(r0, r1, t) * C0 + ...

So in the world of non floating point numbers these two should be
equivalent right?

My theory is that the error is caused by an unfortunate order of
floating point operations. I've tried variations like:

(temp.x * (16711680.0 / 16777215.0) + temp.y * (65280.0/16777215.0) +
temp.z * (255.0/16777215.0))

and

(((temp.x * 256.0 + temp.y) * 256.0 + temp.z) * 255.0) * (1.0 / 16777215.0)

but all exhibit the same problem. What do you think; is it possible to
solve this problem?

Regards Andreas

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&lt;/pre&gt;</description>
    <dc:creator>Andreas Brinck</dc:creator>
    <dc:date>2010-10-01T07:57:11</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21948">
    <title>fast pow() for limited inputs</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21948</link>
    <description>&lt;pre&gt;------------------------------------------------------------------------------
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    <dc:creator>Jeff Russell</dc:creator>
    <dc:date>2010-08-19T01:16:17</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21937">
    <title>2D in a 3D world</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21937</link>
    <description>&lt;pre&gt;I've been trying to resolve an issue where full screen textures being 
drawn through the 3D system appear blurry.  I feel like I'm probably not 
considering something.  Any ideas would be welcome!

- I'm using an orthographic projection matrix along Z, a view matrix 
that is pretty much identity except for some negations on various axes 
to correct for LH/RH differences in the engine.
- The quad is mapped to the full screen both for vertex positions and 
UVs (0,0,1) to (1,1,1), since the ortho matrix is 0..1, not in screen 
pixels.
- The texture has the exactly the same number of pixels in both 
directions as the back buffer.
- Back buffer and window match resolution exactly.
- Resolution is 1024x600 (but problem exists in other resolutions)
- Texture sampling is bilinear or anisotropic (shouldn't matter).  Both 
show the problem.  Sometimes my 2D stuff needs to cleanly scale, so I 
can't force point sampling globally.  Texture matrix is disabled.

Steps I've taken to debug:
- I made a simple texture with regions that are alternating white and 
black columns and rows that are 1, 2, and 4 pixels wide, so I could see 
what was happening with texture sampling.  The result is an even gray in 
the 1-pixel wide areas, but can be made brighter and darker depending on 
the offset I put into the matrices.  Half-pixel adjustment didn't fix 
it.  I never get white or black lines.
- I checked to make sure that the test image wasn't being munged by the 
texture processing tools and it's perfectly clean (no GIGO).

I can understand not getting perfect rasterization vertically due to the 
height being a non-power-of-two, but I expected columns to be cleanly 
mapped.  What else should I be looking for?

Most appreciated,
JH

Jason Hughes
President
Steel Penny Games
Austin, TX


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&lt;/pre&gt;</description>
    <dc:creator>Jason Hughes</dc:creator>
    <dc:date>2010-08-07T21:20:42</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21899">
    <title>Spherical harmonics for room acoustic modelling</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21899</link>
    <description>&lt;pre&gt;------------------------------------------------------------------------------
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    <dc:creator>Oscar Forth</dc:creator>
    <dc:date>2010-07-17T19:09:58</dc:date>
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