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Comment Platform choice and Cost (Score 1) 365

Developing for the iPhone requires OSX. Publishing an app to the market requires a $99 license. App Store rules are quite stringent. Developing for the Android Platform requires Windows, Linux or OSX. Publishing an app costs nothing. Market rules are a lot less stringent than App Store. iPhone OS is closed. Android OS is open source allowing developers to support phones that hardware companies have dropped.
Space

European Space Agency Launches New Orbital Supply Ship 129

erik.martino brings us a story about the European Space Agency's successful launch of a new type of cargo ship to resupply the ISS. The first Automated Transport Vehicle (ATV), named after Jules Verne, is the "very first spacecraft in the world designed to conduct automated docking in full compliance with the very tight safety constraints imposed by human spaceflight operations." Among other things, it carries water, oxygen, and propellant to help boost the ISS to a higher orbit. We recently discussed NASA's need for a new cargo transport system. Quoting: "Beyond Jules Verne, ESA has already contracted industry to produce four more ATVs to be flown through to 2015. With both ESA's ATV and Russia's Progress, the ISS will be able to rely on two independent servicing systems to ensure its operations after the retirement of the US space shuttle in 2010. It incorporates a 45-m3 pressurised module, derived from the Columbus pressure shell, and a Russian-built docking system, similar to those used on Soyuz manned ferries and on the Progress re-supply ship. About three times larger than its Russian counterpart, it can also deliver about three times more cargo."

Comment Re:Oh really? (Score 1) 198

Hi, I'm a PhD student working on Real Time Ray Tracing. I actually reregistered to post this (I have a really old account I can't login to anymore tied to an old email address) Anti aliasing in ray tracing is ridiculously simple. Yes, ray-tracing is a point-sampling algorithm and is therefore susceptible to jaggies, but you do NOT have to send out multiple rays per pixel. After a frame is rendered with ONE primary ray per pixel, you then do a simple linear scan of the image. By comparing a pixel's values with neighbouring ones you can easily detect areas of the render where sharp transitions occur (jaggies etc). For those pixels and those pixels only, you can then send out one or more rays extra for anti-aliasing purposes. Adaptive supersampling is fast and produces high quality results and it's been around since Whitted's initial work on recursive ray-tracing. Other comments. "You must visit every object to build the data structure". Untrue. The data structures we use can be built on-demand as a ray traverses the scene. Also, O(N) or O(NlogN) rebuilds are not necessary between every frame. Simple O(logN) updates have been shown to work very well with deformable BVHs etc.

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