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Updated (from time to time) with tons of tips/techniques not just for messing around in Tesseract but Graphics in General.
Resource thread for anyone who wants to experiment with stuff.
The Order:1886 Supraleiter Inside Frostbite IW Uncharted 4 Far Cry 5 Witcher 3 Titanfall Doom
jcgt.org GPU Pro(Source Code) The ryg's The Danger Zone iquilezles.org hanecci's
CRYENGINE(License) UNREAL ENGINE(License) UNITY(License)
SOURCE SDK(License) X-RAY(License) ID TECH 3 ID TECH 4+(Licenses/GPL)
ANKI3D TESSERACT WICKED GODOT LUMIX The Forge Diligent
Reducing Driver Overhead Compute Parallel Reduction SIMD fast code limits queue Job System, ParallelFor More
Dynamic Resources Reversed-Z Logarithmic Small G-Buffers(Packing) Accelerated Triangle Rasterization(Another)
Complex Transformative Portal Interaction Instancing Checkerboard Rendering Indirect Rendering Incremental
- Clustered, Forward+, Deferred -
Clustered Forward vs Deferred Shading A Primer Simple Alternative(Another)
Intel`s Forward Clustered Shading(Source Code/Demo) Humus`s Source Code/Demo Optimisations
Optimizing tile-based light culling Cull that Cone(Another) Spotlight Frustum vs Pyramid
(compatible/works with both Forward and Deferred, while being less prone to problems)
Triangle Visibility Buffer Clustered Deferred(Implementation) Tiled Deferred(Sample)
Optimization to Deferred Shading Pipeline Deferred Shading of Transparent Surfaces With Shadows and Refraction
Approximate Models For Physically Based Rendering(Source Code) Multiple Scattering PBR(Source Code)
Reflectance Model Combining Reflection and Diffraction Distant Lighting Interfaced Lambertian optimization
Combined Approximation of Fresnel/Visibility(Source Code) Sampling, GGX Importance Sampling
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines(Demo/Source Code included)
Real-time 2D manipulation of plausible 3D appearance using shading and geometry buffers Fast 4D Sheared Filtering
There are many different explanations of what PBR exactly entails.
Here are few papers that cover most aspects of it thoroughly and small renderers/code to get inspiration from.
Raymarching Distance Fields Volumetric Ray Marcher Generic
Pixel-Projected Reflections(Implementation)(Source Code) Screen Space HIZ Tracing(Reflections)
Clustered Volumetric Fog Vapor Volumetric Fog Source Code
Real-Time Rendering of Volumetric Clouds(Another) Tiny Clouds
Free Penumbra Shadows for Raymarching Distance Fields Dynamic Occlusion
Raymarching is a 3d-rendering technique, praised by programming-enthusiasts for both its simplicity and speed.
It has been used extensively in the demoscene, producing low-size executables and amazing visuals.
Cascaded Voxel Cone Tracing in The Tomorrow Children(Source Code Another) Another
Global Illumination with Voxel Cone Tracing using Clipmaps Using 3D Textures (Source Code) Another
Storage Infinite Sparse Volumes Isosurface Contouring More (Source Code Sandbox Terrain)
Geometry-shader-based real-time voxelization and applications
Geometry and Attribute Compression for Voxel Scenes SSVDAGs
Real Time Depth Sorting of Transparent Fragments OIT_Optimized with MSAA with Linked List/Shared Fragment Pool
Real-Time Deep Image Rendering and Order Independent Transparency Guarded
Memory-Efficient Order-Independent Transparency with Dynamic Fragment Buffer
Faster Transparency from Low Level Shader Optimisation (Source Code)
A Phenomenological Scattering Model for OIT Phenomenological Transparency
Recent graphics hardware features, namely atomic operations and dynamic memory location writes, now make it possible to capture and store all per-pixel fragment data from the rasterizer in a single pass in what they call a deep image. A deep image provides a state where all fragments are available and gives a more complete image based geometry representation, providing new possibilities in image based rendering techniques.
A core and driving application is order-independent transparency(OIT). A number of deep image sorting improvements are presented, through which an order of magnitude performance increase is achieved, significantly advancing the ability to perform transparency rendering in real time. In the broader context of image based rendering they look at deep images as a discretized 3D geometry representation and discuss sampling techniques for raycasting and antialiasing with an implicit fragment connectivity approach.
Procedural Rendering of Geometry-Based Grass in Real-Time (Source Code) Vertex Generation
Studying and solving visual artifacts occurring when procedural texturing Filtering
Dijkstra-based Terrain Generation Using Advanced Weight Functions LOD Terrain Generation(Source Code)
Terrain Modelling from Feature Primitives Another Implementation Procedural placement of 3D objects
Real-Time Editing of Procedural Terrains Transition Contour Synthesis with Dynamic Patch Transitions
Generating, Animating, and Rendering Varied Individuals for Real-Time Crowds
Light/Scattering/Reflections/Ambient Obscurance-Occlusion/GI
Real-Time Light Transport in Analytically Integrable Participating Media Analytic Single Scattering in Screen Space
Precomputed Atmospheric Scattering: a New Implementation Analytic Fog Density(More)
Real-time rendering of participating media, such as fog is an important problem, because such media significantly influence the appearance of the rendered scene. Physically correct solution involves a costly simulation of a very large number of light-particle interactions, especially when considering multiple scattering.
This work briefly examines the existing solutions and then presents an improved method for real-time multiple scattering in quasi-heterogeneous media. Inherent visual artifacts are minimized with several techniques using analytically integrable density functions.
There are also several strategies to stylize volumetric single scattering, overcoming the difficulty that light shafts depend on the layout of an entire environment. These approaches are compatible with animated scenes and rely on very efficient solutions, which makes it ready to be used for real-time applications, and enable a quick exploration of the various settings. The techniques are applied at a global scope – i.e., for the whole scene – but can also be used to make local changes to the scattering behavior.
Image-based occluder manipulations modify the complexity of the scattering appearance and are controlled by only a few parameters. Transfer functions allow us to interactively design a general mood and the result can even
be transferred to other scenes.
Modern LightMapping(Source Code) artifact-free lightmaps lightmapper
Lightmap Compression Little Lightmap Tricks Bin Packing
Shading with Dynamic Lightmaps
The Baking Lab(Source Code) Spherical Gaussians Irradiance Caching Part 2 (Source Code)
Adaptive Texturing and Geometry Processing for High-Detail Real-Time Rendering
Various tests and observations to find most effective methods.
The main challenge of compressing lightmaps is that often they have a wider range than regular diffuse textures. This range is not as large as in typical HDR textures, but it's large enough that using regular LDR formats results in obvious quantization artifacts. Lightmaps don't usually have high frequency details, they are often close to greyscale, and only have smooth variations in the chrominance.
Area Lights Volumetric Lights(Another)
Explanations for efficient punctual light source rendering, like point, spot and directional lights. Most games get away with using these simplistic light sources.
Inspired by Frostbite`s representative point method. What this technique essentially does is that you keep the specular calculation, but change the light vector. The light vector was the vector pointing from the light position to the surface position. But for lights, we are not interested in the reflection between the light's center and the surface, but between the light "mesh" and the surface.
Screen Space Planar Reflections Stochastic SSR Local Cubemaps
Screen Space Reflections in Killing Floor 2(Source Code included) Screen Space Reflections(Source Code)
kode80's screen space reflections implementation for Unity3D 5. Features screen space ray casting, backface depth buffer for per-pixel geometry thickness, distance attenuated pixel stride, rough/smooth surface reflection blurring, fully customizable for quality/speed and more.
Separable Subsurface Scattering(Source Code) Extending Another Implementation(Source Code)
Subsurface Scattering-Based Object Rendering Techniques Directional Subsurface Scattering
Wrap Shading Extension to Energy-Conserving Wrapped Diffuse
Radiance Scaling for Versatile Surface Enhancement
Addressing Grazing Angle Reflections in Phong Models
Two techniques to generate separable approximations of diffuse reflectance profiles to simulate subsurface scattering for a variety of materials using just two 1D convolutions. Separable models yield state-of-the-art results in less than 0.5 millisecond per frame, which makes high-quality subsurface scattering affordable even in the most challenging real-time contexts such as games, where every desired effect may have a budget of tenths of a millisecond.
Real-Time Global Illumination using Precomputed Light Field Probes(Source Code etc) Spherical Light Fields
Spherical Illuminance Composition(indirect)(Source Code etc included) More Another Implementation
Alternative definition of Spherical Harmonics for Lighting Renderer More Converting SH Radiance to Irradiance
The concepts of light transport for the purpose of rendering are well understood, but expensive to calculate. For real-time solutions, simplification is necessary, often at the cost of visual quality.
The proposed method is fast enough to be suitable for real-time applications on contemporary consumer hardware. It is based on the radiosity technique with various adaptions to speed up the computation. An infinite number of light bounces can be calculated iteratively. Indirect light is stored in the form of spherical harmonics (SH). This directional representation increases the quality of the results and enables the use of normal mapping. The idea of irradiance volumes has been incorporated to provide indirect lighting for dynamic objects.
The proposed technique supports full dynamic lighting and works with all commonly used light source models. In addition, area and environment lighting are facilitated.
Furthermore, they present details on how this technique can be implemented on contemporary hardware. Various approaches are explained and compared to give guidelines for practical implementation.
BNAO NNAO(Source Code) HBIL(Source Code) Accurate Indirect Occlusion(More) SAO, Temporal Reprojection
LSAO/FFAO MiniEngineAO DSSDO(Directional Occlusion) Volumetric SSAO(Another)
Simplifying the rendering equation they derive an ambient transfer function that expresses the response of the surface and its neighborhood to ambient lighting, taking into account multiple reflection effects. The ambient transfer function is built on the obscurances of the point. If we make assumptions that the material properties are locally homogenous and incorporate a real-time obscurances algorithms, then the proposed ambient transfer can also be evaluated in real-time. Their model is physically based and thus can not only provide better results than empirical ambient occlusion techniques at the same cost, but also reveals where tradeoffs can be found between accuracy and efficiency.
Analyzing and Predicting Anisotropic Effects of BRDFs
Exploring Clustering Algorithms in the Appearance Modeling Problem
The majority of the materials we encounter in the real-world have variable reflectance when rotated along a surface normal, azimuthally-variable behavior known as visual anisotropy. Such behavior can be represented by a fourdimensional anisotropic BRDF that characterizes the anisotropic appearance of homogeneous materials. Unfortunately, most past research has been devoted to simplistic three dimensional isotropic BRDFs.
In this paper, they analyze and categorize basic types of BRDF anisotropy, use a psychophysical study to assess at which conditions can isotropic appearance be used without loss of details in material appearance. To this end, they tested the human impression of material anisotropy on various shapes and under two illuminations. Concluding that subjects sensitivity to anisotropy declines with increasing complexity of 3D geometry and increasing uniformity of illumination environment.
Next, they proposed two anisotropy measures; while the first one is based on entire BRDF information, the second one requires only a sparse subset of reflectance values. Both measures have a similar performance on the tested dataset, and we have shown a positive correlation with results of the psychophysical study. The achieved results demonstrate that the proposed anisotropy measures can be considered as a promising approximation of human perception of real-world visual anisotropy.
Real-time Rendering of Translucent Material by Contrast-Reversing Procedure
The conventional method of rendering the translucence of an object is difficult to implement in real time, since the translucency is accompanied by complicated light behavior such as scattering and absorption. To simplify this rendering process, they focus on the contrast-reversing stimulant property in vision science. This property is based on the perception that we can recognize a luminance histogram compatible between scattering and absorption. According to this property, they propose a simple rendering method to reverse the light path between reflection and transmission.
Their method adopts an additional function for selecting a front or back scattering process in the calculation of each pixel value. Because this improvement makes only slight alterations in the conventional reflection model, it can reproduce a translucent appearance in real time while inheriting the advantages of various reflection models.
Shadows/Shadow Mapping-Volumes
Shadows (Source Code) More (Source Code) Fast PCSS using Temporal Coherence
GEARS (Optimized Soft Shadows) Soft bilateral filtering volumetric shadows using cube shadow maps(Code)
Realistic Local Lighting in Dynamic Height Fields
This method improves the rendering performance of the Percentage Closer Soft Shadows method by exploiting the temporal coherence between individual frames: The costly soft shadow recalculation is saved whenever possible by storing the old shadow values in a screen-space History Buffer. By extending the shadow map algorithm by a so-called Movement Map, they can not only identify regions disoccluded by camera movement, but also robustly detect and update shadows cast by moving objects: Only the shadows in the areas marked red in the right image have to be re-evaluated. This saves rendering time and doubles the soft shadow rendering performance in real-time 3D scenes with both static and dynamic objects.
Optimized Visibility Functions for Revectorization-Based Shadow Mapping(RBSM)(Source Code included)
Revectorization-based shadow mapping minimizes shadow aliasing by revectorizing the jagged shadow edges generated with shadow mapping, keeping low memory footprint and real-time performance for the shadow computation. However, the current implementation of RBSM is not so well optimized because its visibility functions are composed of a set of 43 cases, each one of them handling a specific revectorization scenario and being implemented as a specific branch in the shader.
Here, they take advantage of the shadow shape patterns to reformulate the RBSM visibility functions, simplifying the implementation of the technique and further providing an optimized version. Results indicate that this implementation runs faster than the original implementation, while keeping its same visual quality and memory consumption.
Non-Linearly Quantized Moment Shadow Maps(Source Code included) Moment-Based Methods
Moment Shadow Maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this information enables a heuristic reconstruction. However, the rounding errors introduced at 64 bits per texel necessitate a bias that strengthens light leaking artifacts noticeably. In this paper, they propose a non-linear transform which maps the four moments to four quantities describing the depth distribution more directly.
As a prerequisite for the use of its quantization schemes, they propose a compute shader that applies a resolve for a multisampled shadow map and a 9² two-pass Gaussian filter in shared memory. The quantized moments are written back to device memory only once at the very end. This approach makes the technique roughly as fast as
Variance Shadow Mapping without any of its drawbacks.
Since hardware-accelerated bilinear filtering is incompatible with non-linear quantization, they employ
blue noise dithering as inexpensive alternative to manual bilinear filtering.
Irregular Adaptive Shadow Maps
A tile based partitioning scheme is provided to facilitate dynamic customizability and allow for adaptive distribution of resources at run time which leads to more efficient use of memory resources.
Efficient High-Quality Shadow Maps
This thesis provides an efficient GPU implementation of various optimizations to basic shadow mapping. The optimizations, which echo the idea of making full use of the available resolution and precision, are simple to implement, provide a great deal of improvement and allow for some amount of dynamic refinement of shadows with change in the camera view.
An evaluation of moving shadow detection techniques
Adaptive Depth Bias for Soft Shadows Perception-Based Filtering
Resolution Estimation for Shadow Mapping
Shadows of moving objects may cause serious problems in many computer vision applications, including object tracking and object recognition. In common object detection systems, due to having similar characteristics, shadows can be easily misclassified as either part of moving objects or independent moving objects. To deal with the problem of misclassifying shadows as foreground, various methods have been introduced. This paper addresses the main problematic situations associated with shadows and provides a comprehensive performance comparison on up-to-date methods that have been proposed to tackle these problems.
Terrain Rendering/Level-of-Detail(LOD)/Occlusion Culling/Caching
GPU-Based Occlusion Culling Hierarchical-Z with Compute Shaders/SSBOs Frustrum Culling with Voxels
Software Occlusion Culling Optimizing Culling(a lot of info)
Vertex Discard Occlusion Culling Clip Space Sample Culling Stochastic Light Culling
Performing visibility determination in densely occluded environments is essential to avoid rendering unnecessary objects and achieve high frame rates. In this implementation, the image space Occlusion Culling algorithm is done completely in GPU, avoiding the latency introduced by returning the visibility results to the CPU. It utilizes the GPU rendering power to construct the Occlusion Map and then performs the image space visibility test by splitting the region of the screen space occludees into parallelizable blocks. This implementation is especially applicable for low end graphics hardware and the visibility results are accessible by GPU shaders. It can be applied with excellent results in scenes where pixel shaders alter the depth values of the pixels, without interfering with hardware Early-Z culling methods. They demonstrate the benefits and show the results of this method in real-time densely occluded scenes.
Sphere Projection
An Adaptive and Hybrid Approach to Revisiting the Visibility Pipeline
In computer graphics very often you want to know how big an object looks in screen, probably measured in pixels. Or at least you want to have an upper bound of the pixel coverage, because that allows you to perform intelligent
Level of Detail (LOD) for that object. For example, if a character or a tree are not but a couple of pixels in screen, you probably want to render them with less detail. One easy way to get an upper bound of the pixel coverage is to embed your object in a bounding box or sphere, then rasterize the sphere or box and count the amount of pixels.
This requires complexity in your engine, and probably some delayed processing as the result of that rasterization won't be immediately ready.
It would be cool if a tessellation shader or a geometry shader would be able to tessellate or kill geometry on the fly based on the pixel coverage of the object, just immediately.
The pixel coverage of a (bounding) sphere happens to have analytic expression can be solved with no more than
one square root, its very compact.
Height map compression techniques
In practice, many applications handle the real-time rendering well with LOD schemes tailored to their needs.
In such cases, a compression method tied to a concrete LOD scheme is not feasible.
This method handles only the compression, so it can be used as a plug & play component in an existing real-time renderer. Its only job is to compress a block of terrain height samples sized 2nx2n and to provide fast progressive decompression of its mip-maps, while respecting the maximum error bound at every mip-map. The source code of the method is written modularly, so that any representation of the height samples can be compressed - doubles, floats or even arbitrary structures. It is inspired by C-BDAM - the compression method is extracted from the LOD scheme and simplified.
This approach introduces heavy redundancy of the data - a block corresponding to a certain quadtree node contains simplified blocks of its children and all these blocks are stored separately. The reason why this approach is used is that the user can navigate to any area almost immediately - only the data needed for the scene has to be fetched, without having to reconstruct it by traversing from the root. Moreover, this approach enables the user to flexibly extend the terrain data by high-resolution insets.
This algorithm should be able to compress a regular square block of height samples and progressively decompress it in the real-time, from the smallest mip-map to the largest one. Apart from this, the algorithm should not in any way interfere with the rendering pipeline of the application.
Fast Terrain Rendering with Continuous Detail on a Modern GPU Real-Time LOD (Algorithms, Code etc)
Applying Tessellation to Clipmap Terrain Rendering More(solutions for clipmap/heightmap issues)
Implementation Details of Sample App Using Hybrid Terrain Representation(voxels+heightmap, and deformation)
How to achieve fast terrain rendering using combination of best what was available (that they know) at the time this was posted.
Downsampling Scattering Parameters for Rendering Anisotropic Media
A new approach to compute scattering parameters at reduced resolutions. Many detailed appearance models involve high-resolution volumetric representations. Such level of detail leads to high storage but is usually unnecessary especially when the object is rendered at a distance. However, naïve downsampling often loses intrinsic shadowing structures and brightens resulting images.
This method computes scaled phase functions, a combined representation of single-scattering albedo and phase function, and provides significantly better accuracy while reducing the data size by almost three orders of magnitude.
They also show that modularity can be exploited to greatly reduce the amortized optimization overhead by allowing multiple synthesized models to share one set of downsampled parameters. Optimized parameters generalize well to novel lighting and viewing configurations.
Forward And Backward Reaching Inverse Kinematics(FABRIK)(Source Code) RBDL(Source Code)
An Efficient Energy Transfer Inverse Kinematics Solution(Source Code - page 102) Dual-Laplacian Cage-Based IK
Skinning REPLACE quaternions Animated Models Implicit ACL
This mesh editing technique allows users to produce visually pleasing deformations. The linearity of the underlying objective functional makes the processing very efficient and improves the effectiveness of deformable surface computation. Method offers the possibility to encode global topological changes of the shape with respect of local influence and allows animators to re-use the estimation paraterization.
Texture Distortion(Another,Tessellation) Optimizing a Water Simulation(More) Scalable GPU Fluid Simulation
Optimization for Large-Scale Real-Time Water Simulation Real-time Interactive Water Waves Another Implementation
Real-Time Screen Space Fluid Rendering with Scene Reflections SPH-based Rendering of Fluid Transport Dynamics
To solve the singular problem of water waves obtained with the traditional model, a hybrid deep-shallow-water model is estimated by using an automatic coupling algorithm. It can handle arbitrary water depth and different underwater terrain. As a certain feature of coastal terrain, coastline is detected with the collision detection technology. Then, unnecessary water grid cells are simplified by the automatic simplification algorithm according to the depth. Finally, the model is calculated on CPU and the simulation is implemented on GPU.
Animated Foliage and Cloth(gif of this) Meshfree C2-Weighting for Shape Deformation
GPU Assisted Self-Collisions of Cloths Real Time Cloth Simulation with B-spline Surfaces(Source Code)
Cloth Shading Fixed Spherical n Points Density-Based Clustering Technique for Cloth Simulation Tearing
The GPU is very effective doing vector math and the vertex program is already looping through all of the vertices to convert them to screen space and send them to the fragment program. Before this we can simply add a value to these positions before sending them down the line.
By supplying properties for the material stiffness wind direction and wind speed a more realistic look can be achieved which correlates more to what actually happens in nature. A second property of how attached parts of an object is could be supplied through vertex color.
The second scenario relates to vegetation. By instead building the bending properties into the shader you wouldn't need any collision detection for each individual plant, instead just look at the distance between vertex and player and scale the bending based on this.
Zero-byte AABB-trees Dynamic box pruning revisited OPCODE
Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces
Output Sensitive Collision Detection for Unisize Boxes
Cubemap based collision detection Generic Convex Collision Detection using Support Mapping
libccd(Source Code) - 3-clause BSD Licensed. Open Source.
The usual algorithm requires to compute an octree for the scenery meshes. Then collisions between the character and the scenery are computed using sphere-octree collision detection algorithm. The octree can be either precomputed and included into meshes data, or computed at the loading of the application.
Algorithm computes physics by rendering a world axis aligned depth cubemap. It can work with low end graphic devices, and computations are done mainly on GPU.
Rubikon (Source 2 Physics)(Valve) More
Entire development of Rubikon in detail.
Newton Dynamics
zlib licensed. Open-Source. Cross-platform. Written in C++.
Used in Mount and Blade/Penumbra/Amnesia games. Implements a deterministic solver, which is not based on traditional LCP or iterative methods, but possesses the stability and speed of both respectively. This feature makes Newton Dynamics a tool not only for games, but also for any real-time physics simulation.
Conformal Surface Morphing with Applications on Facial Expressions
Numerical Methods in Shape Spaces and Optimal Branching Patterns
Modeling and Compression of Motion Capture Data
Morphing is the process of changing one figure into another. Some numerical methods of 3D surface morphing by deformable modeling and conformal mapping are shown in this study. It is well known that there exists a unique Riemann conformal mapping from a simply connected surface into a unit disk by the Riemann mapping theorem. a 3D surface deformable model can be built via various approaches such as mutual parameterization from direct interpolation or surface matching using landmarks. In this paper, they take the advantage of the unique representation of 3D surfaces by the mean curvatures and the conformal factors associated with the Riemann mapping.
In 3D Surface Morphing similar to the traditional morphing approaches based on boundary representation, a wrap has to be created via feature correspondence and interpolation between shapes based on the wrap is employed to generate the morphing sequence. By taking advantage of the conformal parameterization and the unique surface representation of conformal factor and mean curvature, the wrap can be easily obtained by the composition of deformations from the Mobius transformation and the thin-plate matching function. To mimic the non-isomorphic risk that usually occurs in matching largely deformed surfaces, a single mesh based on geodesic frame is employed. As a result, the correspondence, including geometric information and texture information, of the whole surface can be defined and interpolation among original surface and target surface can be computed by the usual cubic spline homotopy in a disk parametric domain. This non-linear iterative surface reconstruction algorithm can be accelerated by using the multigrid method on a uniform mesh by which multi-resolution surfaces can also be obtained.
Several numerical experiments of the face morphing are presented to demonstrate the robustness of
this approach.
A Cracking Algorithm for Destructible 3D Objects
Simulating Rigid Body Fracture with Surface Meshes
A Novel GPU-Based Deformation Pipeline
Fracturable Surface Model Fast Algorithm to Split and Reconstruct Triangular Meshes
Parallel explicit FEM algorithms using GPU's
By combining an indirect boundary integral formulation, explicit surface tracking and a kernel-independent fast multipole method, presented method is effective for rigid body brittle fracture using the boundary surface mesh only.
Existing explicit mesh tracking methods are modified to support evolving cracks directly in the triangle mesh representation, giving highly detailed fractures with sharp features, independent of any volumetric sampling (unlike tetrahedral mesh or level set approaches) and avoids the need for calculations; the triangle mesh representation also allows simple integration into rigid body engines.
It is accurate, and at the same time computationally economical, and it successfully resolves crack evolution in various settings.
Fast Collision Culling in Large-Scale Environments Using GPU Mapping Function
Efficient and Reliable Self-Collision Culling using Unprojected Normal Cones
In order to take advantage of the high number of cores, a new mapping function is defined that enables GPU threads to determine the objects pair to compute without any global memory access.
These new optimized GPU kernel functions use the thread indexes and turn them into a unique pair of objects to test. A square root approximation technique is used based on Newton's estimation, enabling the threads to only perform a few atomic operations.
A first characterization of the approximation errors is presented, enabling the fixing of incorrect computations. The I/O GPU streams are optimized using binary masks.
Defending Continuous Collision Detection against Errors
Numerical errors and rounding errors in continuous collision detection (CCD) can easily cause collision detection failures if they are not handled properly.
This paper demonstrates a set of simple modifications to make a basic CCD implementation failure-proof. Using error analysis, they prove the safety of these methods and they formulate suggested tolerance values to reduce false positives.
Apache License v2.0. Open-Source. Cross-platform. Written for C/C++ and .NET.
A minimalist OpenAL Soft audio engine for quick implementation.
Steam Audio - (Requires a License but Free - Valve Corporation) - HRTF etc
Sound occlusion for virtual 3D environments(Source Code)
Efficient HRTF-based Spatial Audio for Area and Volumetric Sources
Efficient Approximation of HRTF in Subbands for Accurate Sound Localization(Source Code)
Prioritized Computation for Numerical Sound Propagation
HRTF for XAudio2 + X3DAudio(Source Code)
Results indicate that the proposed algorithms preserve the salience of spatial cues, even for relatively high approximation tolerances, yielding computationally very efficient implementations.
Improved Geometric Specular Antialiasing(IGSA) Supplemental
Specific ways to adjust Lighting model and NDF Filtering and few more things in pixel shader.
Limited to specular aliasing mostly.
Temporal Reprojection Anti-Aliasing(TRAA)(Source Code) TSCMAA
Source Code/Paper for TRAA used in Playdead's INSIDE.
Enhanced Subpixel Morphological Antialiasing(SMAA)(Detail) CMAA2
A very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.
Amortized Supersampling
Real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, they maintain several sets of shading estimates at subpixel precision, and incrementally update these such that for most pixels only one new shaded sample is evaluated per frame.
Alpha to Coverage (Alpha Mipmaps) Anti-aliased Alpha Test
Efficient Dithering(Another) Improved box/triangle filtering
They solve the problems with alphas by sampling the alpha and interpreting how much it covers the pixel, dithering and distributing the result to an appropriate number of multisample samples.
Controlling and Sampling Visibility Information on the Image Plane
Visibility-induced aliasing can be reduced substantially by, first, choosing a suitable function space that admits a sampling theorem for the given locations; second, determining the pre-filtering of the step function for this space; third, constructing a sampling theorem with the given locations; and fourth, deriving the quadrature weights from the sampling theorem.
They applied their methodology to the classical setting of bandlimited functions but also considered shift invariant spaces. Also demonstrated that the better spatial localization of the kernel functions in the latter setting compared to the sinc-function also yields lower error rates.
ReShade (Shaders)
Shader Minifier(Source Code)(compiled exe) More
Shader Live-Reloading
Vertex Shader Tricks Compute Shaders(More) Low-level Shader Optimization(More)
Particle Systems Using 3D Vector Fields with Compute Shaders(Source Code - last pages)
GPU-based particle simulation(Source Code included) Practical Particle Lighting
Particle Simulation with GPUs GParticles(Source Code)
Particle systems and particle effects are used to simulate a realistic and appealing atmosphere in many virtual environments. However, they do occupy a significant amount of computational resources. The demand for more advanced graphics increases by each generation, likewise does particle systems need to become increasingly more detailed.
This thesis proposes a texture-based 3D vector field particle system, computed on the GPU, and compares it to an equation-based particle system.
Several tests were conducted comparing different situations and parameters. All of the tests measured the computational time needed to execute the different methods.
A System for Rapid, Automatic Shader Level-of-Detail
Geometry-Aware Framebuffer Level of Detail
Using an optimized greedy search algorithm, adding parameter binding time processing capabilities (parameter shader), and a simple but general simplification rule (ACSE) yields a system that can process complex game-style shaders to produce policies featuring simplified shaders similar to those created by hand.
High Dynamic Range Imaging Pipeline on the GPU
In this article they aim to fill a gap of providing a detailed description of how the HDRI pipeline, from HDR image assembly to tone mapping, can be implemented exclusively on the GPU. They also explain the trade-offs that need to be made for improving efficiency and show timing comparisons for CPU vs GPU implementations.
Another goal of this paper is to demonstrate how both the global and local versions of this operator can be efficiently implemented by using fragment shaders. Different from previous work, they show that the implementation of this operator neither requires expensive convolution nor Fourier transform operations to compute local adaptation luminances.
Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fragment shading often dominates the cost of rendering in games. To improve the efficiency of shading on GPUs, they extend the graphics pipeline to natively support techniques that adaptively sample components of the shading function more sparsely than per-pixel rates.
They perform an extensive study of the challenges of integrating adaptive, multi-rate shading into the graphics pipeline, and evaluate two- and three-rate implementations that they believe are practical evolutions of modern GPU designs.
Unified Surface Shaders
($count+1)th attempt to avoid writing redundant and hard to maintain shader code.
Implements surface shaders that follow the same rules, just flow through another render path usually requires to write a lot of tedious repetitive code.
But since we have a full C-preprocessor to our use, we can unify our different shader versions into a single file and split out the differences via preprocessor conditionals.
Genetic Programming for Shader Simplification
Fast multi-resolution shading of acquired reflectance using bandwidth prediction
Precision Selection for Energy-Efficient Pixel Shaders
This approach computes a series of increasingly simplified shaders that expose the inherent
trade-off between speed and accuracy. Compared to existing automatic methods for pixel shader simplification [Olano et al.2003; Pellacini 2005], approach considers a wider space of code
transformations and produces faster and more faithful results. Further demonstrating how cost function can be rapidly evaluated using graphics hardware, which allows tens of thousands of shader
variants to be considered during the optimization process. This approach is also applicable to multi-pass shaders and perceptual based error metrics.
Adaptive GPU Tessellation with Compute Shaders(Source Code) Feature-Adaptive Catmull-Clark Adaptive Quadtrees
Simplified and Tessellated Mesh for Realtime High Quality Rendering 3D Mesh Simplification meshoptimizer
Evaluating the visibility threshold for a local geometric distortion on a 3D mesh and its applications
GPU-based refinement scheme that is free from the limitations incurred by tessellation shaders. Specifically, scheme allows arbitrary subdivision levels at constant memory costs. Its achieved by manipulating an implicit (triangle-based) subdivision scheme for each polygon of the scene in a dedicated compute shader that reads from and writes to a compact, double-buffered array. Performance of the implementation is both fast and stable. Naturally, the average GPU rendering time depends on how the terrain is shaded.
Multi-Resolution Meshes for Feature-Aware Hardware Tessellation More(Source Code - pages 34-37)
Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs
Quadratic Error Metric Mesh Simplification Algorithm Based on Discrete Curvature
A general framework for the construction and rendering of non-uniform LODs suitable for hardware tessellation.
Its key component is a novel hierarchical representation of multiresolution meshes that allows us to finely control the topological locations of vertex splits and merges. they thus managed to relax the regularity of fractional tessellation, while retaining the efficiency of the respective GPU's units.
Within the framework, they presented a dedicated mesh decimation scheme that can be driven by any edge-based error metric. In particular, by applying it with a feature-preserving geometric error, they leveraged hardware tessellation for feature-aware LOD rendering of meshes.
Convex Hull Problems(Streaming Geometry)(Source Code)
Reducing the number of points on the convex hull calculation using the polar space subdivision in ?2
The convex hull is a well-studied problem with a large body of results and algorithms in a variety of contexts.
They consider three contexts: when only an approximate convex hull is required, when the input points come from a (potentially unbounded) data stream, and when layers of concentric convex hulls are required.
Existing algorithms for these problems either do not achieve optimal runtime and linear space, or are overly complex and difficult to implement and use in practice. This thesis remedies this situation by proposing novel algorithms that are both simple and optimal. The simplicity is achieved by independently computing four sets of monotone convex layers in time and linear space. These are then merged together in O(n log n) time.
A General Framework for Constrained Mesh Parameterization Volume Encoded UV-Maps BFF
Real Time Rendering of Parametric Surfaces on the GPU (Algorithms, Notes, Code etc) Möbius Registration
Parameterizing or flattening a triangle mesh is necessary for many applications in computer graphics and geometry. Certain downstream applications require adherence to more general, geometric constraints – possibly at the cost of higher distortion. By means of this method various geometric features, such as, lines, circular arcs and various subregions can be constrained, while the energy is also minimized, providing a more general solution than previous approaches. Presented framework is motivated by the As-Rigid-As-Possible parameterization method, and demonstrates its effectiveness through several examples. The method can easily be adapted to parameterization methods that minimize alternative distortion measures.
Geometry Batching Using Texture-Arrays
Batching can be used to group and sort geometric primitives into batches to reduce the number of required state changes, whereas the size of the batches determines the number of required draw-calls, and therefore, is critical for rendering performance.
For example, in the case of texture atlases, which provide an approach for efficient texture management, the batch size is limited by the efficiency of the texture-packing algorithm and the texture resolution itself.
This paper presents a pre-processing approach and rendering technique that overcomes these limitations by further grouping textures or texture atlases and thus enables the creation of larger geometry batches. It is based on texture arrays in combination with an additional indexing schema that is evaluated at run-time using shader programs.
Basically, facilitates a flexible partitioning of geometry.
MinLod Mipmap(Source Code) Decals Texture tiling/swizzling ESRGAN
Bindless(Source Code) Virtual Texturing(VT)(Source Code) GPU Driven Adaptive VT
The Implementation of a Scalable Texture Cache(Source Code) Incremental loading of terrain textures min-max mip
Virtual texturing is a solution to the problem of real-time rendering of scenes with vast amounts of texture data which does not fit into graphics or main memory. Virtual texturing works by preprocessing the aggregate texture data into equally-sized tiles and determining the necessary tiles for rendering before each frame. These tiles are then streamed to the graphics card and rendering is performed with a special virtual texturing fragment shader that does texture coordinate adjustments to sample from the tile storage texture.
GST(GPU-decodable Supercompressed Textures)(Source Code)
Real-time BC6H Compression on GPU(Source Code) bc7enc16 ASTC(Codec) RGBV
Modern GPUs supporting compressed textures allow interactive application developers to save scarce GPU resources such as VRAM and bandwidth. Compressed textures use fixed compression ratios whose lossy representations are significantly poorer quality than traditional image compression formats such as JPEG. They present a new method in the class of supercompressed textures that provides an additional layer of compression to already compressed textures. Texture representation is designed for endpoint compressed formats such as DXT and PVRTC and decoding on commodity GPUs. They apply this algorithm to commonly used formats by separating their representation into two parts that are processed independently and then entropy encoded. Method preserves the CPU-GPU bandwidth during the decoding phase and exploits the parallelism of GPUs to provide up to 3X faster decode compared to prior texture supercompression algorithms. Along with the gains in decoding speed, the method maintains both the compression size and quality of current state of the art supercompressed texture representations.
Normal Mapping For Triplanar Shader Normal Mapping Without Precomputed Tangents
Horizon Occlusion for Normal Mapped Reflections Surface Gradient Based Bump Mapping
More efficient forms of Normal Maps.
Compromise-free Pathfinding on a Navigation Mesh(Source Code)
Adaptive Layered Goal Oriented Action Planning(GOAP)(Source Code)
Dynamic and Robust Local Clearance Triangulations
A optimization of A* algorithm to make it close to human pathfinding behavior
Time-Bounded Best-First Search for Reversible and Non-reversible Search Graphs
Refers to a simplified STRIPS-like planning architecture specifically designed for real-time control of autonomous character behavior in games. To create the most dynamic AI.
Optimization Techniques for 3D Graphics Deployment More Debris: Opening the box
Rendering massive 3D scenes in real-time
A Catalog of Stream Processing Optimizations
Continuity and Interpolation Techniques More in Detail(Code/Samples/Algorithms)
Feature Aware Sampling and Reconstruction
Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering
Anti-Aliased Low Discrepancy Samplers for Monte Carlo Estimators in Physically Based Rendering Another
A survey of photon mapping state-of-the-art research and future challenges
Theory and Numerical Integration of Subsurface Light Transport
Real-Time Rendering Fourth Edition, Real-Time Ray Tracing
Light Shafts Rendering for Indoor Scenes
Global Illumination in Participating Media
Scalable Algorithms for Height Field Illumination
Ambient Occlusion on Mobile: an empirical comparison (Source Code - last pages)
Temporal Coherence Methods in Real-Time Rendering(Warping)
Transparency and Anti-Aliasing Techniques for Real-Time Rendering
Filtering Approaches for Real-Time Anti-Aliasing
Algorithms for Efficient Computation of Convolution
Kernel optimization by layout restructuring
A Bigger Mathematical Picture for Computer Graphics Intersection
3D mesh compression: survey, comparisons and emerging trends
On Some Interactive Mesh Deformations
Adaptive Physically Based Models in Computer Graphics
Efficient encoding of texture coordinates guided by mesh geometry
Methods for Avoiding Round-off Errors on 2D and 3D Geometric Simplification
Fundamental computational geometry on the GPU
Real-time Rendering Techniques with Hardware Tessellation
Combining displacement mapping methods on the GPU for real-time terrain visualization
Comparison of spherical cube map projections used in planet-sized terrain rendering
Course/Book/Presentations that Provide Useful Info/Analyses most of most useful Shadow Map/Shadow Volume, Hard/Soft/Volumetric Shadow Techniques Shadow Mapping Algorithms
A Comprehensive Study on Pathfinding Techniques for Robotics and Video Games
Variance of integral approximation methods in ray tracing
??? ... hmm
Smarter Screen Space Shading
General approach, called deep screen space, using which a variety of light transport aspects can be simulated.
This approach is then further extended to additionally handle scenes containing participating media like clouds.
Shows how to improve the correctness of screen space and related algorithms by accounting for mutual visibility of points in a scene. After that, taking a completely different point of view on image generation using a learning-based approach to approximate a rendering function. Neural networks can hallucinate shading effects which otherwise have to be computed using costly analytic computations. Finally, a holistic framework to deal with phosphorescent materials in computer graphics, covering all aspects from acquisition of real materials, to easy editing, to image synthesis.
Parallel Computing and Optimization for Radiosity(Source Code etc)
Radiosity for Real-Time Simulations of Highly Tessellated Models
Real-Time Dynamic Radiosity for High Quality Global Illumination
Perspective-Driven Radiosity Image-Space Radiosity
GPU Enhanced Algorithms for Radiosity and Shadow Volume Rendering
Techniques based around Radiosity that provide unique advantages.
Shadows and Reflections Part2(Reflections Shadows) Denoising Surfaces and Light Scattering Fire and Smoke GI
Annotated Realtime Raytracing(Source Code) Q2 Realtime Pathtracer(Project) GPU RT(Code)
Ray Tracing Gems Embree NanoRT Gideon for Mobile
Ray-Triangle Intersection(Source) Another More À-Trous PSVGF Batching(Packets)
GPU Ray Tracer Using Ray Marching and Distance Fields 3D grid Occlusion Culling(Source Code)
Ray stream techniques augment the fast single-ray traversal with increased utilization of vector units and leverage memory bandwidth for batches of rays. Despite their success, the proposed implementations suffer from high bookkeeping cost and batch fragmentation, especially for small batch sizes.
Various contributions here make it all the way to real-time.
A Fresh Look at Generalized Sampling Path Space Filtering
Integration with Stochastic Point Processes Forced Random Sampling(Code)
Low-Discrepancy Blue Noise Filtering(More) Advancing Front Animating Noise Non-Linear Transfer Functions etc
Discovering New Monte Carlo Filters BRDF Sampling etc Multiple Importance Sampling Generalized
Combining Reprojection and Adaptive Sampling Pixel Cache Light Tracing
It decomposes a filter into two parts: a compactly supported continuous-domain function and a digital filter. This broadly summarizes the key aspects of the framework, and delves into specific applications in graphics. Using new notation, concisely presents and extends several key techniques.
In addition, demonstrates benefits for prefiltering in image downscaling, supersample-based rendering, and analyzes the effect that generalized sampling has on noise.
A Temporal Stable Distance To Edge Anti-aliasing
Improved Geometry Buffer Anti-Aliasing(GBAA+)(Source Code)
Triangle-based Geometry Anti-Aliasing(TGAA)
The implementation can, without any sub-pixel information and by storing extra geometrical data in a pre-render pass, prevent temporal instability and solve aliasing artifacts during a post-render pass. Thus being a real alternative to the state of the art post-processing Anti-Aliasing solutions, in sense of performance and quality in high end game engines and systems.
Reliance on hardware features for solving triangle edges can easily be removed from the solution making it implementable on a large variety of hardware. If this is the case, prototype 1 can be an excellent complement to Anti-Aliasing solutions such as Multi Sampling which can not solve alpha clipped edges.
Light Propagation Volumes
Stores lighting information from a light in a 3D grid. Every light stores which points in the world they light up.
These points have a coordinate in the world, which means you can stratify those coordinates in a grid. In that way you save lit points (Virtual Point Lights) in a 3D grid and can use those initial points to spread light across the scene.
BVH BVH splitting More TSS BVH Another Hashed Shading Octree Quadtree
Generic Hybrid CPU-GPU Parallelization Dynamic Data Structures for Scheduling
A Non-linear GPU Thread Map for Triangular Domains Improving the accuracy
There is a stage in the GPU computing pipeline where a grid of thread-blocks, in parallel space, is mapped onto the problem domain, in data space. Threads that fall inside the domain perform computations while threads that fall outside are discarded at runtime.
In this work they study the case of mapping threads efficiently onto triangular domain problems and propose a block-space linear map λ(ω), based on the properties of the lower triangular matrix, that reduces the number of unnecessary threads from O(n2) to O(n).
This study is about the performance of algorithms, with similar purpose as Carmack and Lomont implementation of square root using three iterations of the Newton-Raphson method and the magic number "0x5f3759df".
Fast Data Parallel Radix Sort Implementation by Avoiding Zero Bits Based on Divide and Conquer Technique Another
The algorithms implement several optimization techniques to take advantage of the HW architecture such as:
taking advantage of kernel fusion strategy, the synchronous execution of threads in a warp/waveform to eliminate the need for barrier synchronization, using shared memory across threads within a group, management of bank conflicts, eliminate divergence by avoiding branch conditions and complete unrolling of loops, use of adequate group/thread dimensions to increase HW occupancy and application of highly data-parallel algorithms to accelerate the scan operations.
Revised fast convolution Efficient FFT Algorithms
Convolution is a mathematical tool used in filtering, correlation, compression and in many other applications. Although the concept of convolution is not new, the efficient computation of convolution is still an open topic. As the burden of data is constantly increasing, there appears request for fast manipulation with large data.
The fast convolution have been proposed to recursively determine if one new signal sample or new small portion of samples emerge in the given period N of a realization x(n) replacing the old one sample or old portion of samples, respectively. The number of operations for their speedy calculating is essentially reduced by the original recursive expression in comparison with the ordinary FFT procedure used only in the case of fixed values of samples.
Last edited by ThaOneDon (2019-11-24 16:54:39)
We already have parallax occlusion mapping
I guess i should always take a look at Cube engine's docs first as well before making suggestions?
Still SSDO is quite interesting...
Update 7
Now, add all this by yourself.
Last edited by Calinou (2014-11-09 10:35:52)
Wish it was that easy, still theres tons of work to look forward to.
I hope all of this is useful.
Last edited by ThaOneDon (2016-01-29 16:23:36)
Update 9
I'm absorbing more research papers at the moment.
UPDATE: Added UPDATE 10
Last edited by ThaOneDon (2016-08-29 05:51:46)
Unless you've actually read all the stuff in here and can give actual descriptions of why each of these papers is individually interesting, I am going to have to delete this thread as spam.
OK. Its going to take some time thou theres a lot to cover.
Last edited by ThaOneDon (2016-08-29 05:51:17)
Tesseract is a great game, and bots are fun, but what's an online based game without a good sized player base?
A game like this would have a good chance to fly if it got into steam greenlight. Add the facts: that it's free, include steam workshop support for sharing maps and making mods, it's a tribute to old school gaming (a bit), and there'll be an awesome player base for lots of fun.
What's more, we'll be tapping into a huge source of ideas and good map designers, and, if it's not too hard, let tesseract use steam servers for multiplayer.
What do you think? Is it worth a try?
Tesseract is a great game, and bots are fun, but what's an online based game without a good sized player base?
A game like this would have a good chance to fly if it got into steam greenlight. Add the facts: that it's free, include steam workshop support for sharing maps and making mods, it's a tribute to old school gaming (a bit), and there'll be an awesome player base for lots of fun.
What's more, we'll be tapping into a huge source of ideas and good map designers, and, if it's not too hard, let tesseract use steam servers for multiplayer.
What do you think? Is it worth a try?
As much as I get what you're saying, you have to realise that Tesseract isnt anywhere near ready to be put onto Greenlight.. The developers know this, otherwise it would be on there.
You're also missing out the fact that this is in very early stages and it would take ages to get it to actually be successful on greenlight.. there's just too little at the moment to work with.. although the userbase does need to excel, it wont happen just yet :3
There are few conditions needed for that to happen.
Greenlight implies also short timeframe to make the game and that ofcourse would stress the development.
Right now the engine/game is going in steady and precise phase. Thats what i and i'm sure the team wants. To make small but meaningful changes.
If anyone is willing to use the engine to make something interesting for steam Greenlight, license wise it shouldn't be a problem. Don't use the stuff from "media", everything else is A-OK.
Massive Updates 18/11/2014
More Updates 19/11/2014
*Line Space Gathering for Single Scattering in Large Scenes
*ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination
*Improving Performance and Accuracy of Local PCA
Performance saving
*Importance Caching for Complex Illumination
*Fast Parallel GPU-Sorting Using a Hybrid Algorithm
*3D Unsharp Masking for Scene Coherent Enhancement
*Precision Selection for Energy-Efficient Pixel Shaders
*Bidirectional Light Transport with Vertex Merging
Updates 20/11/2014
*Sample Distribution Shadow Maps
*Depth Interval Grid Displacement Mapping
*Frostbyte Engine Tech (incredibly advanced and performance friendly)
Performance Saving
*Parallel View-Dependent Level-of-Detail Control
*Efficient Interactive Rendering of Detailed Models with Hierarchical Levels of Detail
Last edited by ThaOneDon (2014-11-20 16:57:07)
Gonna add slightly to the list with this:
DOT Engine AI: https://github.com/MatrixCompSci/DOT
Updates 21/11/2014
*Deep Opacity Maps
Performance Saving
*Frame Sequential Interpolation for Discrete Level-of-Detail Rendering
*An Optimizing Compiler for Automatic Shader Bounding
Last edited by ThaOneDon (2014-11-21 06:47:16)
Updates 22/11/2014
*PMAO (Photometric Ambient Occlusion)
*C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering
Performance Saving
*Tuning Catmull-Clark Subdivision Surfaces (OpenSubDiv is based on these)
*An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking
*Implementing the Render Cache and the Edge-and-Point Image
Last edited by ThaOneDon (2014-11-22 07:09:15)
Maybe you should spend some time to cagegorize all of them and make the least more readable.. It's a total mess.
I'll see what i can do with the stuff thats related but a lot of it isn't so theres really no good way of categorizing it.
I'll see what i can do with the stuff thats related but a lot of it isn't so theres really no good way of categorizing it.
At least make it prettier. Hide the links inside the URL tag and use just the text instead. That's one way to do it.
Last edited by RaZgRiZ (2014-11-22 21:55:38)
Working on it
Last edited by ThaOneDon (2014-11-23 08:31:51)
Working on it
Err, add a little spacing too and some title sizing. It's not mentioned but i think this forum supports basic bbcode so it should be possible.
Updates 24/11/2014
*Highlight Microdisparity for Improved Gloss Depiction
*Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
Last edited by ThaOneDon (2014-11-24 01:57:35)


text:
Stand with your feet hip-width apart and push back into a regular squat until your thighs are parallel to the floor. Rise up a quarter of the way, pause for a second, go back down into the parallel position, pause again, then straighten all the way up. That's one rep.
New Results When you do a regular squat, your thighs work hardest in the parallel position. The 1& 1/4 squat is a greater challenge because you spend more time closer to that sweet spot.

subset: commoncrawl


text:
Huh--I posted about a dozen links, and this thread gets over 1000 reads. Nope, not serial posting.
Ear zits
50x zoom nose blackheads
300x zoom nose blackheads
https://www.youtube.com/watch?v=5XKtRajw_9IThis message has been edited. Last edited by: Shinmen Takezo,
https://www.youtube.com/watch?v=7EilkjzjxOQ&t=665sThis message has been edited. Last edited by: Shinmen Takezo,
Really. Go kill yourself.
Whatever works.
Really--go suck a bag of BBC dicks.
Just do it. Really.
You seem to have an obsession with dicks. Do tell...
On second thought, just end it, we don't need or want to hear about your ahem, little "obsession".
Listen Raisin-Nuts. Whoever the hell you are, sock or newb or just shit-for-brains, there is enough noise around here without you throwing your temper tantrum and making more. You were "birthed" in 2017. If you are a sock of an older poster then guess what ... admit it or deal with being treated like a nobody with no standing. Shin may not be everyone's cup 'o tea but he has never been anything or anyone other than who he is on a daily basis. He doesn't hide behind multiple personalities/socks.
If you are Nik, knock it the fuck off or go suck your own dick assuming you can find it. You waste enough oxygen as it is.
If you are Max, enough already with the shit stirring. Your other socks do that plenty already.
|4923 Tard Points
Well first and foremost I don't use socks asshole because I am not a chickenshit motherfucker unlike Max and many others on this forum.
Hydra Registered: March 22, 2018
It put's the gun in it's mouth....
And pulls the trigger....slowly....
Repeatedly encouraging suicide (as you have) on the internets is somewhat of a dangerous thing to do these days. Doing so, in the recent past, has caused some people varying degrees of imperial entanglements. Might one wisely consider a different flavor of verbal attacks?
/yw This message has been edited. Last edited by: raisedbypoodles,
This message has been edited. Last edited by: raisedbypoodles, March 29, 2018 07:04 PM
SneakyBastards post was last edited by "raisedbypoodles"? WTF? Did it just out its real identity?! ROFLMAO
And unless there was a glitch in the universe furry one, I wasn't the one that was encouraging Shinmen to commit suicide. That was you old girl. ROFL!
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A.C. Lighting Inc. Unveils Next Generation LED Lighting & Control Solutions at LDI 2010
October 11, 2010 05:21
The A.C. Lighting Inc. booth at the LDI 2010 show will feature next generation technologies from the Chroma-Q® and Jands product ranges exclusively distributed by the company in North America (Booth 812).
Attracting much interest at PLASA 2010, the booth will feature a side by side demo of the Chroma-Q Color Force™ LED washlight range alongside traditional tungsten lighting. The lineup includes the new Color Force 12, a compact yet extremely bright (2,400 lumens) multipurpose fixture that is ideal for floor, wall or truss mounting. At only 1ft long, the unit's very small footprint is suitable for pipe end, shin buster and wash applications.
The Color Force 12 can also be used to extend installations of the Color Force 72 / 48 LED battens. Featuring 12,000 / 8,000 lumens output, the super bright 6ft / 4ft units provide an extremely smooth, uniform coverage for washing areas up to 26ft high. All models are also available in Daylight Force™ 5600K CCT White LED versions with output up to a staggering 48,000 lumens.
Other Color Force range features include a huge RGBA full color palette capable of deep cold blues and red hot lava looks in a single fixture, CRI of 92, independently controlled cells, theatrical grade dimming and an extremely smooth, uniform wash.
Also showing is the new Chroma-Q Color Charge, a 600 lumen, rechargeable battery powered, ultra portable LED light source which combines wireless control with an environmentally friendly NiMH battery and interchangeable head design. For more information visit www.chroma-q.com
The booth will also feature a preview of the latest beta version of the V2 'Byron' software for the revolutionary Jands Vista lighting control range. After extensive study of user feedback, Jands have refined the best elements of the Vista as well as introducing a host of new features to make it even faster and even easier to use. Re-building the software from the ground up, the new Vista V2 'Byron' software is a whole new platform.
New features include really simple one button storing; fast cue list navigation; "super-search" filtering of items; powerful, perfectly synchronised effects that are simple to make; a library of matrix effects templates; 'detail' view windows; split fade times; an easy to use, on board, fixture editor; command line interface; and visual media server control.
Vista 2 'Byron' takes the Vista's core idea of 'think visually, work visually' to the next level. For more information visit www.jandsvista.com
As an LDInstitute official partner, A.C. Lighting Inc. is also providing basic and advanced-level Vista console training in conjunction with Jands at the show. To register for either course, visit here.
In addition to aforementioned products exclusively distributed in North America by A.C. Lighting Inc., the company carries a vast stockholding of the latest stage, studio and event lighting products, accessories and consumables. This choice of on-the-shelf products is coupled with competitive prices and the highest level of service and support.
All Chroma-Q LED products are licenced by Color Kinetics. Chroma-Q and all associated product names are recognised trademarks, for more information visit www.chroma-q.com/trademarks. The rights and ownership of all trademarks are recognised. The information contained herein is correct at the time of printing, however as we are constantly refining our product range we reserve the right to change the specification without notice. E&OE.
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Outside my window…..a partly cloudy sky and a cold, cold day…..I am very thankful for a warm home
I am thinking……of the lyrics to MercyMe's "God with Us". What a powerful worship song. It was great singing with 8,000 other people at Liberty University's Winterfest on New Year's Eve.
I am thankful for….a husband who provides for our family
From the learning rooms…..slowly getting ack into the routine after Christmas vacation
From the kitchen….geting ready to make vegetable beef stew for dinner tonight
I am going…..nowhere today! I love stay-at-home days.
I am reading…..The Chronological Bible
I am hoping….for more snow this weekend; I'm crazy, I know!
I am hearing…..the ticking of a clock
Around the house…..it is brown; brown grass, brown trees, brown dead leaves. Some might say it is depressing but I love how the trees look without leaves.
One of my favorite things…..watching National League Football, although it was hard watching the Eagles lose to the Cowboys.
A few plans for the week: getting the spare room ready for our oldest daughter to move back home; perhaps lunch tomorrow with a friend; getting back into the routine of carpooling and errands.
Here is a picture I'm sharing….my oldest at Christmas, Jessica and Jared:
If you liked this post and would like to read more of the same, please visit The Simple Woman's Daybook; be sure to have a cup of tea/cocoa ready….you might want to spend some time there!


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How to Protect Your Laptop from Theft
You can protect your laptop from a disastrous theft by taking a few precautions. Here are some helpful hints and suggestions on things you can do ahead of time to help prevent theft or recover your laptop if it goes missing.
Mark your laptop. It helps with the recovery of a stolen laptop if you've marked it by either engraving it or using a tamper-resistant asset tag. You can use an engraving tool to literally carve your name and contact information on your laptop, or even write your name inside the laptop, for example, on the back of some removable door, or inside the battery compartment. Use a Sharpie or other indelible marker.
Avoid using an obvious laptop carrying case. Instead, use a nondescript, soft laptop case or a backpack.Use a nondescript laptop case to deter potential thieves.
Register the laptop and its software. Be sure to send in your laptop's registration card, as well as the registration for any software you're using. If the laptop is then stolen, alert the manufacturer and software vendors. Hopefully, if someone using your stolen laptop ever tries to get the system fixed or upgraded, the company cares enough to help you locate the purloined laptop.
Be mindful of your environment. When you're out and about with your laptop, you must always be mindful of where it is and who could have access to it. For example, when you're dining out, put the laptop in its case beneath the table. If you need to leave the table, either take the laptop with you or ask your friends to keep an eye on it for you.
Use your laptop's universal security slot (USS). Your laptop should have a hole or slot into which you can connect a security cable.
Any cable or security device threaded through the USS cannot be removed from the laptop; only the cable itself can be cut (or unlocked) to free the laptop.


text:
Melissa at 320 Sycamore is hosting a Favorite Things linky party.
If I were to be honest about my favorite things, the majority of my list would consist of sugary food items and Coke Slurpees. I limited myself to one edible favorite thing!
Let's start with some serious business
Turtle cheesecake from The Cheesecake Factory:
My mouth is watering just looking at it. I might have to lick my computer screen.
I don't even really like cheesecake, but this is heavenly!
Speaking of Heaven. I love the book Heaven is For Real:
Don't get this for anyone as a gift, but the Swiffer Wet Jet is fabulous!
Next! Origins "Never a Dull Moment" face scrub:
Oscar Blandi hair color pen.
I think the name is something more official, but you get the idea.
It is great to cover your pesky grays when you don't have time to really color your hair.
Bath and Body works Mentha lip shine.
Except you totally should brush your teeth.
I can't wait to read other people's favorite things.
I am sure I will find some new favorite things of my own!


text:
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Publisher: HarperCollins
Binding: Paperback
Book ID: 9780060741907, 0060741902
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A national bestseller for more than three years in hardcover, The Zone has introduced millions of people worldwide to a breakthrough approach to dieting based on Novel Prize-winning scientific research. Treating food as the most powerful drug available, The Zone plan shows how food, when used unwisely, can be toxic. Used wisely however, it will take anyone into the Zone, a state of exceptional health familiar to champion athletes.
Now the benefits of Barry Sears' evolutionary program can be experienced in just one week! With "A Week in the Zone," everyone can start on the path to permanent weight loss and learn how to burn body fat, and keep it off - without deprivation or hunger.
They'll also discover how the Zone helps to both increase energy and fight heart disease, diabetes, PMS, chronic fatigue, depression, and cancer.
Emergent from the spiritual crossroads of traditional Vodou and English w...More
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Employing the latest research and discoveries, including previously unpublished reminiscences of the real man, Tobias Churton investigates the truth beneath th...More
Price: $29.95


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Riu Palace Tres Islas
Peak season from 94€ per person, per night
Low season from 56€ per person, per night
Prices are estimated upon a minimum of 2 adults.
Children aged 12 years or less 20% discount:
Infants under 2 years go FREE. (Cots available upon request)
Half Board and upgraded rooms are available upon request.
Large beach fron hotel
This elegant hotel offers a relaxing sunshine retreat with luxury accomodation, excellent service and an amazing beach front location, overlooking the Atlantic Ocean.
The Riu Palace Tres Islas Hotel is located in the north east coast of Fuerteventura, in the centre of the National Park of Sand Dunes, just outside the large tourist resort of Corralejo. Overlooking the ocean, this 4* luxury hotel is the perfect destination for beach lovers, seeking a quality bed and breakfast hotel, with great service, gourmet food and top amenities, in the fantastic climate of the Canary Islands.


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A new feature film called Farmland, which is now in post-production, follows U.S. ag's next generation, examining the lives of farmers and ranchers in their 20s in various regions across the country.
Oscar-winning documentary filmmaker, James Moll, made the film and released an advanced trailer to promote it.
"I make documentaries because it's a thrill to explore new topics and meet people that I might not otherwise cross paths with," said Moll. "While making Farmland, I found myself immersed in a community of some of the most hard working, passionate people I've ever met. This film isn't just about what it's like to be a farmer, it's about a way of life. It's also about a subject that affects our lives daily."
The U.S. Farmers & Ranchers Alliance, which is made up of 80 farmer — and rancher-led organizations, provided support and funding for the film, which is geared to give viewers a firsthand glimpse into the lives of young farmers and ranchers, their high-risk and high-reward jobs and their passion for a way of life that, more often than not, is passed down from generation to generation.
Moll received a Grammy for directing and producing Foo Fighters: Back and Forth and an Academy Award for his film The Last Days. During his filmmaking career, Moll has directed and produced numerous documentaries covering topics from the Holocaust to an epic trek across the Sahara Desert, teaming up with heavy-weights such as Matt Damon and Steven Spielberg along the way.
Farmland will premiere nationwide in spring 2014.
More from Southeast Farm Press
Georgia cotton growers shifting variety selections
Treat stored corn like you would cash in the bank
Agricultural returns cyclical in nature
Quick tips on Southeast cool-season forages


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83% of Health Care Organizations Use Cloud Services, Survey Finds
June 17, 2014 in News
Health care organizations are increasingly using cloud services to lower maintenance costs and meet their health IT needs, according to a survey by HIMSS Analytics, FierceHealthIT reports.
HIMSS Analytics is the research arm of the Healthcare Information and Management Systems Society.
The survey included 150 respondents, most of whom were hospital CIOs (Bowman, FierceHealthIT, 6/16).
Survey Findings
Of the 83% of respondents who said their organization uses cloud services:
- 86% said they use the cloud to host applications;
- 79.3% said they use the cloud for disaster recovery and backup;
- 78.7% said they use the cloud as their primary data storage system; and
- 77.3% said they use the cloud for archived data.
When asked about what factors they considered when evaluating cloud service providers:
- Nearly 66% of respondents cited the willingness to enter into business associate agreements;
- 63.7% cited the physical and technical security of the cloud services provided; and
- 60.5% cited compliance with regulations and laws.
However, the survey also found that health care organizations generally are not hiring additional staff members to aid with implementation of cloud services. Specifically, only 8.1% of respondents said they were hiring more staff with relevant cloud service experience as part of their implementation efforts.
According to the survey, most preparatory efforts were focused on improving network infrastructure, with nearly 50% of respondents reporting that they upgraded performance and monitoring capabilities before implementing cloud services.
The authors of the report wrote, "The future of cloud services is positive, especially among those health care organizations that already use cloud services," adding, "Nearly all of the health care organizations presently using cloud services reported plans to expand use of cloud services in the future" (Murphy, EHR Intelligence, 6/16).
Article source: http://feedproxy.google.com/~r/Ihealthbeat/~3/MICHNWtkV34/survey-83-of-health-care-organizations-are-using-cloud-services


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The right chops for a tasty meal
Photo by Jason Dorday
Pork chops tend to be a bit bigger than others and one per person is usually an ample serve.
|Pork chops
|1 to taste
|Salt & freshly ground pepper
|1 to fry
|1 to drizzle
|Soy sauce
|1 handful
|Cavolo nero
- Sear off the fatty edge in a hot pan in a little oil, just enough to start.
- The fat will melt and this will be enough to cook the chop in.
- Turn the pork on to its side and seal well. Turn once. Season. Cook until the meat feels just done. Do not overcook pork, it should be tender and not dried out.
- Splash the meat with a little soy sauce and rest in a warm oven for as long as you have cooked it.
- Turn up the heat on the pan and cook some cavolo nero leaves in the tasty pan juices. Once well wilted, drain and keep warm until ready to plate.
- To serve on the side I cooked some crab apples by simmering them in a pot with honey and water. Not only do they look pretty, they make a change from the traditional apple sauce.
- If you were roasting pork you could roast the apples beside the joint.


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Tigryulia, a 3-year-old white Bengal tiger is seen in the Ukraine's biggest zoo in the Black Sea resort city Yalta, Friday, May 11, 2012. (AP Photo/ Andrew Lubimov)
A white tiger cub is nursed from a bottle by a Zoo worker in the Ukraine's biggest zoo in the Black Sea resort city Yalta, Friday, May 11, 2012. Tigryulia, a 3-year-old white Bengal tiger successfully delivered the cubs, but has been reluctant to nurse them, apparently distracted by zoo visitors and her partner, a 6-year-old tiger from France named Patrice. (AP Photo/ Andrew Lubimov)
Siberian tiger cubs play at a private zoo in Abony, east of Budapest May 17, 2012. The cubs were born near Hamburg in Germany, but came to Hungary when they were only two and a half weeks old, after their mother became ill and could not feed them any more. They are six weeks old now and growing fast, fed on goats' milk and special tiger food. May 17, 2012. REUTERS/Stringer
A baby Orangutan eats fresh leaves at a Zoo in Germany. Lucas Schulz/dapd
Asha yawns as she rests atop a rock at the Birmingham Zoo in Birmingham, Ala Thursday, May 24, 2012. Five African lions cubs were born on May 25, 2011 to first-time mother, Akili, and father, Kwanza. Their birth is especially significant because a typical litter of lions ranges from two to three cubs. (AP Photo/The News, Joe Songer)
Flo the skunk arrives at Edinburgh Zoo from Amneville Zoo in France on June 1, 2012 in Edinburgh, Scotland. (Photo by Jeff J Mitchell/Getty Images)
In this May 29, 2012 photo, a squirrel peaks into a window at Paris Gibson Education Center in Great Falls Mont. (AP Photo/The Great Falls Tribune, Larry Beckner)
Missoula, a seven-week-old puma cub, walks in an enclosure during a display at the Tierpark Zoo in Berlin May 30, 2012. The female cub, weighing 570 grams after its birth, is the first successful puma offspring in the zoo for nearly 22 years, the zoo's website said. REUTERS/Thomas Peter
Canadian sea otters swim in the zoo of Amneville, eastern France. (AFP Photo/Jean-Christophe Verhaegen)
Two-month-old lion cubs are seen in a quarantine room of the Kenya Wildlife Services (KWS) headquarters in Nairobi, following their rescue by the wildlife rangers who were forced to shoot dead the cubs' mother after it was spotted in Nairobi's Karen suburb and it charged before it could be darted. (AFP Photo/Simon Maina)
Jaguar triplets (Panthera onca) play in her enclosure at the Zoo in Berlin on Tuesday (12.06.12). The triplets were born on April 16, 2012. Photo: Paul Tine/dapd
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Home | National Directories | Professional Development & Teacher Workshops | Book Study: "Opening Minds:Using Language to Change Lives" (2012) by Peter Johnston |
Book Study: "Opening Minds:Using Language to Change Lives" (2012) by Peter Johnston
Basic Information
Workshop run by: College Courses Online
Online independent study
Phone Number: 303-905-7332
Registration Website: www.collegecoursesonline.com
Presenter: Dr. Anne Goiran Bevelhimer
Additional Information
Fees: $120 + graduate credit fees
Registration Date: Any day of the year.
Eligible Audience: Educators K-12
Credits Awarded: 1 graduate semester credit hour or 1 CEU or 3 graduate quarter credit hours or Certificate of Completion from College Courses Online. English or Education prefix available.
You will receive the study guide for the book study as a pdf when you register for the course. A print version is available at registration. Required text: Opening Minds: Using Language that Change Lives (2012) by Peter Johnston available through Amazon, or Stenhouse Publishers or your professional development library.
Workshop Highlights:
Read and study the concepts of dynamic learning in Opening Minds: Using Language to Change Lives (2012) by Peter Johnston. Apply the language of Opening Minds to your instructional practice to actively engage all students in productive talk. The results are powerful, immediate and supported by research for effective teaching and learning. Meets Common Core State Standards for Speaking and Listening.
In this book study course, Opening Minds: Using Language to Change Lives (2012) by Peter Johnston, you will learn the language of dynamic learning and how to apply it to any content area, any curriculum K-12 and any social setting. Dynamic learning focuses on the process of learning, rather than on the traits of the learner. "How did you figure that out?", "How do you know?", "Tell me more.", "Are there other ways to think about that?" and open-ended questions, shifts the weight of learning and comprehension to the shoulders of the student. In a dynamic learning environment, multiple perspectives, uncertainity and diversity add energy and excitement to learning. Students light up as their thinking and perceptions are valued, as they recognize that what they have to say and what they do MATTERS. A dialogic classroom is marked by students who are actively engaged in communicating, collaborating and taking personal ownership for their learning. An empowering and mind changing course.
Tags: speaking and listening, Seattle Pacific University, productive talk, online independent study, North Dakota State University, informal assessment of knowledge, graduate credit, evaluation, English, engaging students, Diversity, conversations, comprehension and collaboration, Common Core State Standards for Speaking and Listening, book study, Adams State University


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How are you at Chemistry?
CHEMISTRY!!! OK truth be known I was not very good at science let alone chemistry in school. But I have come to really enjoy some amazing fact about essential oils and there makeup and chemistry. So I wanted to share some fun facts with you today.
1. When essential oils are applied to a person they carry oxygen into the cells and also carry any waste products out of that cell. So essential oils are one of our bodies best cleansers. They can cleanse our cellular receptor sites from pharmaceutical drugs, petrochemicals, and other disruptors of communication within the cells. They can also chelate heavy metals and other toxins. helping them flush out of the body through natural means like the liver, colon, sweat, lungs, and kidneys and bladder. They can also increase our ability to absorb good nutrients and vitamins.
2. Essential oils can act as message carrying molecules (called Ligands) which intelligently assist our bodily functions and help to maintain wellness. Essential Oils are intelligent, this is the way God created them. The oils always work at maintaining balance within the body or homeostasis. Which means the oil will work in different direction depending on the needs of a plant or person. Essential oils in a plant work at protecting it from viruses, bacteria, parasites, and fungi that could harm the plant.
3. All the molecules in an essential oil vaporize at room temperatures and can easily pass into our olfactory systems. Not all are detected as a fragrance (weird I know) because some molecules don't register on our receptor sites in our nose. But not to worry, that doesn't matter, we don't even need to smell an oil to get its affects. You see they still go directly into our bodies and into our blood stream via our lungs or directly into the brain. COOL RIGHT? All oils can be super beneficial to us, doesn't matter if they have an odor or not. Some oils may smell great and others not so much too. But ALL can bring super benefits.
4. All essential oils are volatile because their dimensions are small and their atomic weights are less than 500 amu. Most are actually even less then 300 amu. Any oil with a size that is less then 500 amu can penetrate human skin and also can pass through our blood brain barrier. Which can have therapeutic benefits at a cellular level, including our cellular memory or DNA. WOW! This is why Olive Oil is does not penetrate our skin its molecular weight is more then 500 amu.
5. When natural compounds are blended by God to create an essential oil, the molecules are inspired, drenched, permeated with God's word, and so respond to one another and adjust there frequencies into the consistent quality of a finally tuned instrument. Think of an essential oil as that of a symphony of molecular music composed by God to sing and dance with every cell in our body in perfect harmony.
Hope this blesses you. Will talk about more later
Wife, Mother, Christian, and Essential Oil Educator.... Because I love to help people and honor God's word.
March 2019


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Many people sometimes wonder about the function of their 'fingerprints'. Why do we have them? The answer is foundstarts in the sweat pores!
As you probably know, the whole body is featured with sweat pores (featured with eccrine sweat glands) – except for the lips & the sexual organs.
But in the hands & the feet the sweat pores have a highly specialized role. Because in the inner palm and on the sole the sweat pores manifest on so-called 'friction ridge skin' – the so-called skin ridges (see the picture above) that became especially known in the perspective of the fingerprints.
Skin ridges & grooves!
In the skin ridges the sweat pores are found – in a fingerprint the ridges manifest as the 'black lines' and in a high quality fingerprint one can sometimes even see the sweat fore: see the picture below!
The surrounding 'grooves' serve as a transport channel to distribute the sweat through the hands & feet. And the combination of these element prevent our hands & feet to become 'slippy'!
Because skin friction arises from the interaction between the sweat & the skin of the body, and is directly related to the area of the surface of the body that is in contact with the fluid. An important feature in order to have effective 'grip' in your hands!
"But keep your head cool, otherwise your sweat glands will start produce too much moisture resulting in a reduced grasp stability!"
Learn more about the life in the skin of your hand:
Discover 20 skin-facts you didn't know – including hands, fingerprints & dermatoglyphics!


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Today the NY Times ran a great editorial on where to go in 2012. We were thrilled to see Helsinki in the #2 spot. Enjoy.
For more info on World Design Capital Helsinki 2012 and all the happenings click here.
For happenings at the Helsinki Music Centre (Musiikkitalo) click here.
For opening hours, reservations and reviews of Helsinki restaurants including Chez Dominque and Olo, visit Eat.fi


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Las Vegas Bicycle Accident Lawyer
Helping Protect the Rights of the Victims of Bike Accidents
Biking is a popular outdoor activity in and around Las Vegas. Given Nevada's warm climate, people often bike to work or for recreation. Unfortunately, because bicyclists lack the same protections as a motor vehicle, traffic collisions involving bicyclists can result in serious injuries and even death. According to the NHTSA, in 2011 alone, 677 bicyclists were killed, and an additional 48,000 were injured, in motor vehicle traffic crashes.
Las Vegas bicycle accident attorney Robert M. Apple is a skilled and experienced Nevada injury lawyer, who is committed to helping the victims of bicycle accidents obtain full and fair financial compensation. Contact our office at (702) 646-0085 to schedule a free consultation with our Las Vegas bike accident lawyer.
Nevada Bicycle Laws
Because bicyclists share the road with motorists, they are expected to following the same rules of the road as motor vehicles. Pursuant to Nevada Revised Statutes §484B.270, Nevada motorists and bicyclists have a number of specific requirements and responsibilities, as well. For instance, motorists must:
- Not intentionally interfere with the movement of a bicyclist.
- Not pass a bicyclist without exercising due care and allowing for at least 3 feet between the vehicle and the bicycle.
- Not enter, stop, stand, park, or drive within a bike lane except in certain limited circumstances.
- Yield the right-of-way to bicyclists.
- Exercise due care to avoid a collision with a bicyclist.
- Give an audible warning with the horn when appropriate and necessary.
If a motorist disregards any of the provisions set forth in Nevada Revised Statutes §484B.270, and a traffic collision occurs as a result, the driver is subject to additional penalties. Moreover, negligent motorists who disregard Nevada laws with respect to bicyclists can also be held liable for money damages in a personal injury lawsuit.
Get the Legal Help You Need from a Skilled Las Vegas Bike Accident Lawyer
Traffic collisions, including those involving bicyclists and motorists, often involve insurance companies. As an experienced accident and injury lawyer, Robert M. Apple communicates and negotiates with insurance companies to get his clients' a full and fair financial recovery. If the negligent motorist's liability coverage is inadequate, he will pursue all other legal avenues, including uninsured/underinsured motorist provisions and personal injury lawsuits, to obtain full and fair compensation.
Not only is Robert M. Apple a skilled Las Vegas accident lawyer, but he is a dedicated legal advisor who prides himself on his commitment to client service and satisfaction. He meets with each client personally at the client consultation, and clients instantly feel at ease with his friendly, approachable personality. As a committed legal advocate, he promptly returns client phone calls and emails, takes the time to ensure that clients understand the legal issues involved, and keeps clients abreast of any case developments.
As with any personal injury accident, you must act quickly to protect your legal rights following a car accident. Do not hesitate to contact Robert M. Apple & Associates at (702) 646-0085 to schedule a free, no-obligation consultation to learn more about a possible auto accident lawsuit.


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RIDE BMX "Know Your Roll" – Kink Gold Chromoly Parts!
CLICK HERE for the full insight into the collection of Kink Bars, Forks, and Cranks available now in Gold!
CLICK HERE for the full insight into the collection of Kink Bars, Forks, and Cranks available now in Gold!
The full catalog featuring our latest drop of products and colorways available now, is online for your viewing pleasure! We have added new products like the Kink Titan II Frame and Eastman Full Guard Sprocket, along with 2 new colorways for the 2017 parts collection. Everything is available now worldwide from your preferred BMX retailer, and right HERE in The Kink Shop!
In case you missed them, or still haven't got the lowdown on our extensive range of Frames, Parts, and Bikes…check out our videos we did for Interbike 2016 containing all the specs, release dates and info you need.
Get familiar with all our new goods and colorways from the Kink 2016 Collection! Available in stores and mailorders now…
CLICK HERE for more info and photos from our Kink Master Clamp. A unique offering, for anyone that needs, or prefers, a removable Seat Clamp over a built-in one…
New colors of the Samurai grip now in stock! Holler at your favorite shop or mailorder to get your hands on 'em.
With the onslaught of sale flyers and endless web content…make sure you didn't miss out on all things Kink from the last few weeks!
Dan Coller was welcomed to Eclat!
Vital BMX did a rad "Day in the Life" with Darryl
Everything you need to know about our new Senec Pedals, available now!


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The credit ratings of Avis Budget Group, Inc. (ABG) and Avis Budget Car, Rental, LLC (ABC) are not affected by the proposed acquisition of Avis Europe, according to Fitch Ratings. Fitch currently rates ABG and ABC's long-term Issuer Default Ratings 'B+' with a Stable Rating Outlook.
Given the shared heritage, branding and infrastructure, Fitch believes the acquisition is a good and complementary strategic fit, strengthens the company's competitive position within the sector and adds diversity to the revenue stream. Also, Fitch thinks integration risks do not represent a material concern and views ABG's $30 million in estimated cost synergies as reasonable and achievable.
Fitch believes the cost to acquire Avis Europe is relatively high, however, proposed funding of the acquisition is not expected to constrain ABG's existing liquidity position or overall financial flexibility. ABG plans to fund the acquisition via $400 million of available cash balances, issuance of up to $250 million of common stock and the incurrence of $380 million of incremental debt from either committed existing facilities or new offerings.
Given the company's plan to fund the transaction, Fitch does not expect a substantial increase in overall leverage. Assuming Avis Europe's existing debt is refinanced, Fitch estimates, post-acquisition, pro forma corporate debt to corporate EBITDA will increase slightly to 6.0 times (x) from 5.8x, based on trailing 12 month EBITDA. However, Fitch believes leverage could decline over time with a continuation of stronger core operating performance and should acquisition synergies be achieved.
Fitch believes Avis Europe's approval of the transaction is highly likely as its majority shareholder and board of directors both have irrevocably consented to the proposed acquisition. Given the acquisition of Avis Europe, Fitch does not think that the acquisition of Dollar Thrifty is a priority for ABG. However, in the event ABG elects to pursue an acquisition of Dollar Thrifty, Fitch believes the cost to acquire Dollar Thrifty in addition to the added integration risks, would likely weaken ABG's overall financial profile and would likely result in a negative rating action or downgrade.
In addition, ratings could be pressured in the future by unanticipated declines in passenger travel and rental car demands, both domestically as well as now in Europe, which could significantly pressure corporate EBIDTA. Alternatively, sustained robust business demand that leads to further enhancements to operating margins, and subsequently reduced leveraged, could help bolster the firm's existing credit rating.
Based in Parsippany, NJ, Avis Budget Car Rental, LLC (ABC) is the debt-issuing subsidiary of Avis Budget Group, Inc. (ABG), and is one of the largest general use rental car companies in the world. ABC consists of two of the most recognized brands in the rental car industry; Avis and Budget. Avis is a leading supplier to the premium travel segment and Budget is considered a top brand in the value segment. ABG trades on the NYSE under the symbol CAR.