Blog articles

0
comment
on 12/10/2011 9:18 AM
.
0
comment
on 12/8/2011 4:00 PM
In this post I will introduce the concept of textures (and apply it to our plane-primitive) and explain why I choose to add a fog effect. This is the texture we are going to tile to our “floor”: What is … Weiterlesen →
.
0
comment
on 12/8/2011 1:57 PM
An F# Meetup Group in Seattle has now been launched by Tao Liu on the F# team. (It's only just been created, so get in early!) If you're in the Seattle or King County area and are interested in F#, then please join, and help get the group off to a great s[...]
.
0
comment
on 12/8/2011 1:25 PM
  Microsoft Research are seeking candidates for a 6-month contract position in F# programming to help improve the capabilities of F# in the area of cross-platform and web-delivered data-rich programming. The candidate should have several of the following:[...]
.
0
comment
on 12/8/2011 8:00 AM
Today we start adding another primitive to the scene – a plane. This is what we are looking for: and here is the code that will finally render this: But before going into the implementation of the Plane.Create method let’s … Weiterlesen →
.
0
comment
on 12/7/2011 11:50 AM
I found some more time to study Coq. One place where I stumble very frequently is case analysis of value-indexed inductive types. There are often cases that lead to contradiction. Other cases intuitively imply some variables to be equal. Vanilla match [...]
.
0
comment
on 12/7/2011 9:00 AM
It’s time for one of flagship-features of ray tracing: reflection. Indeed this will be rather easy (again) – we basically did have every thing we need already – all that is left is to introduce some recursion in the tracing … Weiterlesen →
.
0
comment
on 12/7/2011 8:00 AM
I just realized that I used a technique – projecting a vector on a line given by another vector – in my last post on ray-tracing that I did not justify in any way. Look at this picture: Given vector … Weiterlesen →
.
0
comment
on 12/6/2011 4:00 PM
This time we are going to add specular lightning – this will add “shiny”ness on objects. The basic idea is simple: we reflect the currently traced ray, at the hit-point (using the normal of the object at this point) and … Weiterlesen →
.
0
comment
on 12/6/2011 8:30 AM
This time we will see how to add shadows to our scene. Imagine this scene: that is generated by this snippet: The basic idea is to only use a directional light (ambient will always be used) if there is no … Weiterlesen →
.
IntelliFactory Offices Copyright (c) 2011-2012 IntelliFactory. All rights reserved.
Home | Products | Consulting | Trainings | Blogs | Jobs | Contact Us | Terms of Use | Privacy Policy | Cookie Policy
Built with WebSharper