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Jay Oster
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Übermensch Programmicus
Übermensch Programmicus

30 followers
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Tiny MCU 3D Renderer Part 10: Benchmarking, profiling, and optimizations
The reason I have been so quiet recently is because I've been working on a very dry subject; testing. Unit tests are probably the most uninteresting thing I do on a daily basis as a software architect. Create some fixtures, write some assertions, run the te...
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Tiny MCU 3D Renderer Part 9: Bug fixes, and first shader tests
It's shader time! I finished the simple sunbeam, which I think looks quite nice in motion. It could use a little work on the gradient, and some extra geometry wouldn't hurt. There are four sunbeams in this test scene. Each is just a plane (two triangles). I...
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Tiny MCU 3D Renderer Part 8: Programmable Pipeline and Asset Pipeline
Oh hey, look at that! I changed the CSS on my blog a smidge. It's worth mentioning, anyway. Say hello to the Blipjoy Invader! You can just  make it out on the left side, there. (Depending on your screen resolution, it might be behind the post content, whoop...
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Tiny MCU 3D Renderer Part 7: Generics and Traits, oh my!
If you've been following my blog, you'll know that I've been writing a 3D renderer in Rust. This is my first real  experience using the language. I dabbled a bit in Rust on a project in January 2016, where I was challenged by lifetime annotations, and gave ...
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Tiny MCU 3D Renderer Part 6: Camera animation and display scaling
Yesterday I finally got around to adding some simple animations. The app was always rendering at 60 fps, but the image was static because there was no animation. That's why I've only been posting PNG images of progress so far. But now I can do this: This wa...
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Tiny MCU 3D Renderer Part 5: Aspect Ratio and Field of View
I had a long week on vacation, and was able to do a little bit of coding almost every night. There was a lot of time spent doing touristy things, so my coding opportunities were limited. I had a good solid 4 hours of nothing but coding time on the plane, th...
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Quick update, progress report, current plans
This weekend I was distracted by a well-intentioned good friend of mine who suggested solving a chess puzzle described as " deceptively simple ". Unfortunately, the article is criminally misleading. Therein it is claimed that computers cannot "solve the con...
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Tiny MCU 3D Renderer Part 4: Gouraud Shading
Today, it's interpolating normals to render smooth lighting. That's right; Gouraud Shading in full effect. Two screenshots to start with; first is a view with diffuse disabled, to show the full effect of the shading. Followed by fully textured. Surprising t...
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Tiny MCU Renderer Part 3: Textures and Perspective
I was surprised by how easy it was to interpolate over the texture coordinates, given the barycentric coordinate space. I have more boilerplate code to convert the mesh vertices into cgmath vectors than there is code to interpolate the triangles! I'll refac...
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3D Renderer: Dithering
Dithering is an important post processing technique for color quantization, and is especially useful for smoothing gradients with a low precision color space. I got ahead of myself a little bit on the 3D renderer development, and decided to research and exp...
3D Renderer: Dithering
3D Renderer: Dithering
blog.kodewerx.org
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