3D Gfx at Adobe. Previously at Apple
He/they
3D Gfx at Adobe. Previously at Apple
He/they
If you've been curious to play our cozy community builder Mossfield Origins - why not try it during Steam Next Fest!
Try the Mossfield Origins demo: https://store.steampowered.com/app/1836400/Mossfield_Origins/
Don't miss the rest of the games of Steam Next Fest - https://store.steampowered.com/sale/nextfest
A small cozy community builder where all buildings are based on the same foundation! Take your time, build a sustainable community for your residents in this relaxing game, with no time pressure or external forces. Upgrade foundations via tech tree to redefine and refactor your space.
We have a sneak peek of our second studio game (being made in our own luxe engine) that was teased during the Summer Game Fest, announced as part of the Outersloth fund from the Among Us devs! The game takes place in the same universe and continues our story 👀
- View the teaser page for screenshots and some bonus detail http://mossfieldarchives.com
- See the live announcement from SGF here https://x.com/summergamefest/status/1799203342713033021
- Read more about Outersloth here http://outersloth.com
The perception of gloss depends on highlight congruence with surface shading
by Kim, Marlow & Anderson
https://jov.arvojournals.org/article.aspx?articleid=2121251
Studies have shown that displacing specular highlights from their natural locations in images reduces perceived surface gloss. Here, we assessed the extent to which perceived gloss depends on congruence in the position and orientation of specular highlights relative to surface shape and the diffuse shading from which surface shape is recovered. The position and orientation congruence of specular highlights with diffuse shading was altered while preserving their compatibility with physical surface shape (Experiment 1). We found that perceived gloss diminished as the position of highlights became incompatible wit h the surface's global diffuse shading maxima. These results suggest the visual system assesses both position and orientation congruence between specular highlights and diffuse shading to estimate surface gloss.
Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not great” in the year 2024. Tools like RenderDoc and PIX are amazing and do provide the ability to step through a shader and inspect variables, but they’re fundamentally tied to a “capture” workflow.