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Index
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Recent Posts
SimpleMath is now part of the DirectX ToolKit
Posted
2 months ago
by
Shawn Hargreaves - MSFT
DirectXTK now supports loading and drawing 3D models
Posted
3 months ago
by
Shawn Hargreaves - MSFT
Where should SimpleMath live?
Posted
4 months ago
by
Shawn Hargreaves - MSFT
SimpleMath - a simplified wrapper for DirectXMath
Posted
4 months ago
by
Shawn Hargreaves - MSFT
A brewing puzzle: solution
Posted
5 months ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
Temporal sampling frequency (aka 'framerate')
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
6
Comments
Game player: " d00d, teh framerate totally sux0rz! " Game developer: " we are experiencing aliasing due to low sampling frequency along the temporal axis... " One of the many decisions that goes into making a game is whether...
Shawn Hargreaves Blog
Stand still and they won't see you
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
1
Comments
So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion. Animation introduces the temporal...
Shawn Hargreaves Blog
Shader aliasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Looking through my backlog of half written articles, I realized I have a couple more topics in my series about antialiasing , which I had entirely forgotten about! Oops... Actually, though, today is a good day to finish this article. Forget...
Shawn Hargreaves Blog
RIP John McCarthy
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
3
Comments
What a sad month for those of us who program computers. Take a moment to reflect on this paper , published in April 1960: No provision need be made for the user to program the return of registers to the free-storage list. This return takes place automatically...
Shawn Hargreaves Blog
Silverlight 3D and the composition thread
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
1
Comments
A simple test Load the Silverlight 5 port of the XNA bloom sample (which you can find in c:/Program Files (x86)/Microsoft SDKs/Silverlight/v5.0/Toolkit/Sep11/Source/Sample source code.zip/Xna after installing the Silverlight toolkit). Run it, and...
Shawn Hargreaves Blog
Game timing in Silverlight 5
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
3
Comments
One thing missing from the new 3D functionality in Silverlight 5 is an equivalent of the XNA Game class. I previously wrote about how to provide XNA style Update and Draw methods in a WinForms environment . What is the Silverlight equivalent...
Shawn Hargreaves Blog
Silverlight 5 version of Ito's XNA AppWeek game
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Could this be the first ever 3D Silverlight game? My colleague Ito ported the rail shooter that he originally wrote for AppWeek 2010 to use the new 3D features in Silverlight 5 . First get the SL5 RC plugin (if you don't have it already). ...
Shawn Hargreaves Blog
Silverlight 5 brings XNA 3D to the web
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
21
Comments
I have been remiss in not mentioning this on my blog before, but if you are an XNA developer who hasn't been paying attention to Silverlight 5, now might be a good time to start! A quick history: At the MIX11 conference in April, we announced...
Shawn Hargreaves Blog
Content pipeline builds no longer need a D3D device starting in the XNA Game Studio 4.0 Refresh Beta 2
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
3
Comments
(shamelessly stealing the title of a post by my colleague Aaron) In fact, why don't I let him provide the content as well as title: http://blogs.msdn.com/b/astebner/archive/2011/07/07/10184338.aspx
Shawn Hargreaves Blog
XNB file format documentation
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
22
Comments
Recent silence notwithstanding, I'm still here, and will have more to say about aliasing as soon as I find myself less busy! In the meantime, check out this latest App Hub release: http://create.msdn.com/en-US/sample/xnb_format This article documents...
Shawn Hargreaves Blog
Reza's blog
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
0
Comments
My colleague Reza recently started a blog at http://blogs.msdn.com/b/rezanour . He already has some good posts about vector math, and is a smart guy so I'm betting will be writing many interesting things in the future :-)
Shawn Hargreaves Blog
Geometry aliasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Back when multisampling first showed up, GPU hardware was slow, so triangle counts were low. Complex curved shapes were approximated by a small number of faceted triangles, each of which was big enough to cover many screen pixels. This created an...
Shawn Hargreaves Blog
Antialiasing alpha cutouts
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
11
Comments
Alpha cutouts (where you use the alpha channel of a texture to determine the shape of a sprite or billboard) are the cause of many an aliasing problem. There are basically two ways to do alpha cutouts, both tragically flawed. Alpha blended cutouts...
Shawn Hargreaves Blog
Antialiasing source textures
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
4
Comments
This is almost too obvious to be worth pointing out, but no amount of clever tricks like bilinear filtering and mipmapping will help if your input data is itself already aliased! Yet the example texture used in my previous post had nasty pixelization...
Shawn Hargreaves Blog
Texture aliasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Aliasing can occur any time you resample a texture , for instance to scale it, rotate it, or map it onto a 3D model. Thanks to our friend the Nyquist threshold , the resulting problems get worse the lower a frequency you sample at, ie. the smaller you...
Shawn Hargreaves Blog
Multisampling
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
7
Comments
Multisampling is a compromise for people who really want to use supersampling , but can't afford it. The idea is simple: instead of increasing the resolution for all rendering, what if we do triangle rasterization and depth/stencil tests at the higher...
Shawn Hargreaves Blog
Supersampling
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Supersampling is the simple, brute force approach to antialiasing computer graphics. In order to avoid aliasing , the Nyquist theorem says we must take at least twice as many samples as the highest frequency detail in our input signal. So how about we...
Shawn Hargreaves Blog
How to resample a signal without aliasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
3
Comments
My previous post described how resampling a signal can cause aliasing problems. The worst problems occur when dramatically reducing the number of samples used to represent a signal, or when the source includes lots of high frequency detail. Specifically...
Shawn Hargreaves Blog
Why sampling a signal causes aliasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
5
Comments
The math behind digital sampling and filtering is fascinating, complex, and full of arcane terms like Nyquist frequency . But I'm barely a good enough mathematician to understand it, let alone try to explain it here! This post is my attempt to describe...
Shawn Hargreaves Blog
Antialiasing
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
1
Comments
I've been meaning to write about antialiasing for a while, but now I sit down to do that I realize I have too much to say for a single article. So this post is the introduction to a series. Antialiasing is one of the most important yet least widely understood...
Shawn Hargreaves Blog
"Code" is a four letter word
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
25
Comments
"Source code" "Bedroom coder" "Can someone explain why this code isn't working?" "He's such a natural, he thinks directly in code" These are dirty, dirty phrases... code (kohd) noun A system used for brevity or...
Shawn Hargreaves Blog
Visitor and multiple dispatch via C# 'dynamic'
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
19
Comments
There is a somewhat convincing argument that software design patterns are really just an attempt to emulate missing language features . Eric Lippert recently wrote a series of articles exploring how one might attempt to implement the "virtual method...
Shawn Hargreaves Blog
Keyboard macros
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
8
Comments
I'm sure you've all watched someone who doesn't know keyboard shortcuts struggling to edit a document. It can be frustrating how long even simple things take, and hard not to start shouting advice: ctrl+shift+right, ctrl+x, end, ctrl+v! But I occasionally...
Shawn Hargreaves Blog
What's with all the hating on Comic Sans?
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
21
Comments
Google's April Fool joke got me reading about why graphic designers hate Comic Sans so much. I can't help being reminded of one of my old college lecturers, a music theory analyst who once told a class I was in that " this composition was very successful...
Shawn Hargreaves Blog
Technical term that should exist: "black pit of despair"
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Phrase: "the black pit of despair" Definition: When fixed timestep catch up logic fails to keep up with the target time. Usage: " Yesterday the framerate was bad, but today it got so much worse that we fell into the...
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