Friday, March 29, 2019

Prince Of Persia The Sands Of Time For Pc Free Download By Tngamer



Before downloading make sure that your PC meets system requirements.
  • Windows 98/ME/2000/XP
  • 800 MHz Pentium III, AMD Athlon or equivalent
  • 1.5 GB free Hard Disk Space
  • 64 MB Video Card
  • 256 MB RAM
  • Sound Card: DirectX 9.0 Compatible Sound Device

Game Size==============1.2GB

Download – RIP – Specs – Overview
Type of game:
 Adventure

PC Release Date: November 6, 2003
Developer:
 Ubisoft
How to Install?

  1. Extract the file using Winrar. 
  2. Open "Prince Of Persia – The Sands Of Time" folder, double click on "setup" and install it.
  3. After installation Complete, double click on "PrinceOfPersia" icon to play the game. Done!


Thursday, March 28, 2019

Implementing Weighted, Blended Order-Independent Transparency

Why Transparency?

Result from the Weighted, Blended OIT method described
in this article. Everything gray in the top inset image has some
level of transmission or partial coverage transparency.
See also the new colored transmission method in my next article!

Partially transparent surfaces are important for computer graphics. Realistic materials such as fog, glass, and water as well as imaginary ones such as force-fields and magical spells appear frequently in video games and modeling programs. These all transmit light through their surfaces because of their chemical properties.

Even opaque materials can produce partially transparent surfaces within a computer graphics system. For example, when a fence is viewed from a great distance, an individual pixel may contain both fence posts and the holes between them. In that case, the "surface" of the opaque fence with holes is equivalent to a homogeneous, partly-transparent surface within the pixel. A similar situation arises at the edge of any opaque surface, where the silhouette cuts partly across a pixel. This is the classic partial coverage situation first described for graphics by Porter and Duff in 1986 and modeled with "alpha".

There are some interesting physics and technical details that I'm simplifying in this overview. To dig deeper, I recommend the discussion of the sources and relation between coverage and transmission for non-refractive transparency in the Colored Stochastic Shadow Maps paper that Eric Enderton and I wrote. I extended that discussion in the transparency section of Computer Graphics: Principles and Practice.



The Challenge

Generating real-time images of scenes with partial transparency is challenging. That's because pixels containing partly transparent surfaces have multiple surfaces contributing to the final value, and the order in which they are composited over each other affects the result. This is one reason why hair, smoke, and glass often look unrealistic in video games, especially where they come close to opaque surfaces.

One reason that transparency is challenging is that ordering surfaces is hard. There are many algorithms for ordering elements in a data structure, but they all have a cost in both time and space that is unacceptable for real-time rendering on current computer graphics hardware. If every pixel can store ten partially transparent surfaces, then a rendering system would require ten times as much memory to encode and sort those values. (I'm sure that 100 GB GPUs will exist in a few years, but they don't today, and when they do, we might not want to use all of the memory just for transparency.) It is also not possible to order the surfaces themselves because there is not necessarily any order in which multiple surfaces overlap correctly. For example, as few as three triangles can thwart the sorting approach.

Recently, a number of efficient algorithms for order-independent transparency (OIT) were introduced. These approximate the result of compositing multiple layers without the ordering constraint or unbounded intermediate storage. This can yield two benefits. The first is that the worst cases of incorrectly composited transparency can be avoided. No more bright edges on a tree in shadow or characters standing out from the fog they were hiding in. The second benefit is that multiple transparent primitives can be combined in a single draw call. That gives a significant increase in performance for scenes with lots of foliage or special effects.

All OIT methods make approximations that affect quality. A common assumption is that all partially-transparent surfaces have no refraction and do not color the objects behind them. For example, in this model "green" glass will make everything behind it look green by darkening the distant surfaces and adding green over the top. A distant red object will appear brown (dark red + green), not black as it would in the real world.

Weighted, Blended Order-Independent Transparency is a computer graphics algorithm that I developed with Louis Bavoil at NVIDIA and the support of the rendering team at Vicarious Visions. Compared to other OIT methods, it has the advantages that it uses very little memory, is very fast, and works on all major consoles and PCs released in the past few years. The primary drawbacks are that it produces less distinction between layers close together in depth and must be tuned once for the desired depth range and precision of the applications. Our I3D presentation slides explain these tradeoffs in more detail.


A glass chess set rendered with our technique.

Since publishing and presenting the research paper, I've worked with several companies to integrate our transparency method into their games and content-creation application. This article shares my current best explanation of how to implement it, as informed by that process. I'll give the description in a PC-centric way. See the original paper for notes on platforms that do not support the precisions or blending modes assumed in this guide.

Algorithm Overview

All OIT methods make the following render passes:
  1. 3D opaque surfaces to a primary framebuffer
  2. 3D transparency accumulation to an off-screen framebuffer
  3. 2D compositing transparency over the primary framebuffer
During the transparency pass the original depth buffer is maintained for testing but not written to. The compositing pass is a simple 2D image processing operation.

3D Transparency Pass

This is a 3D pass that submits transparent surfaces in any order. Bind the following two render targets in addition to the depth buffer. Test against the depth buffer, but do not write to it or clear it. The transparent pass shaders should be almost identical to the opaque pass ones. Instead of writing a final color of (r, g, b, 1), they write to each of the render targets (using the default ADD blend equation):

Render TargetFormatClearSrc BlendDst BlendWrite ("Src")
accumRGBA16F(0,0,0,0)ONEONE(r*a, g*a, b*a, a) * w
revealageR8(1,0,0,0)ZEROONE_MINUS_SRC_COLORa

The w value is a weight computed from depth. The paper and presentation describe several alternatives that are best for different kinds of content. The general-purpose one used for the images in this article is:

w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);

where gl_FragCoord.z is OpenGL's depth buffer value which ranges from 0 = near plane to 1 = far plane. This function downweights the color contribution of very-low coverage surfaces (e.g., that are about to fade out) and distant surfaces.

Note that the compositing uses pre-multipled color. This allows expressing emissive (glowing) values by writing the net color along each channel instead of explicitly solving the product r*a, etc. For example, a blue lightning bolt can be written to accum as (0, 10, 15, 0.1) rather than creating an artificial unmultiplied r value that must be very large to compensate for the very low coverage.

Using R16F for the revealage render target will give slightly better precision and make it easier to tune the algorithm, but a 2x savings on bandwidth and memory footprint for that texture may make it worth compressing into R8 format.

Sample GLSL shader code is below:
#version 330

out float4 _accum;
out float _revealage;

void writePixel(vec4 premultipliedReflect, vec3 transmit, float csZ) {
/* Modulate the net coverage for composition by the transmission. This does not affect the color channels of the
transparent surface because the caller's BSDF model should have already taken into account if transmission modulates
reflection. This model doesn't handled colored transmission, so it averages the color channels. See

McGuire and Enderton, Colored Stochastic Shadow Maps, ACM I3D, February 2011
http://graphics.cs.williams.edu/papers/CSSM/

for a full explanation and derivation.*/

premultipliedReflect.a *= 1.0 - clamp((transmit.r + transmit.g + transmit.b) * (1.0 / 3.0), 0, 1);

/* You may need to adjust the w function if you have a very large or very small view volume; see the paper and
presentation slides at http://jcgt.org/published/0002/02/09/ */
// Intermediate terms to be cubed
float a = min(1.0, premultipliedReflect.a) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;

/* If your scene has a lot of content very close to the far plane,
then include this line (one rsqrt instruction):
b /= sqrt(1e4 * abs(csZ)); */
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
_accum = premultipliedReflect * w;
_revealage = premultipliedReflect.a;
}

void main() {
vec4 color;
float csZ;
...
writePixel(color, csZ);
}

2D Compositing Pass

The compositing pass can blend the result over the opaque surface frame buffer (as described here), or explicitly read both buffers and write the result to a third.
Render TargetSrc BlendDst BlendWrite ("Src")
screenSRC_ALPHAONE_MINUS_SRC_ALPHA(accum.rgb / max(accum.a, epsilon), 1 - revealage)

I use epsilon = 0.00001 to avoid overflow in the division. It is easy to notice if you're overflowing or underflowing the total 16-bit precision. You'll see either fully-saturated "8-bit" ANSI-style colors (red, green, blue, yellow, cyan, magenta, white), or black dots from floating point specials (Infinity, NaN). If the computation produces floating point specials, they will typically also expand into large black squares under any postprocessed bloom or depth of field filters.

Sample GLSL shader code is below:
#version 330

/* sum(rgb * a, a) */
uniform sampler2D accumTexture;

/* prod(1 - a) */
uniform sampler2D revealageTexture;

void main() {
int2 C = int2(gl_FragCoord.xy);
float revealage = texelFetch(revealageTexture, C, 0).r;
if (revealage == 1.0) {
// Save the blending and color texture fetch cost
discard;
}

float4 accum = texelFetch(accumTexture, C, 0);
// Suppress overflow
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = float3(accum.a);
}
    float3 averageColor = accum.rgb / max(accum.a, 0.00001);


// dst' = (accum.rgb / accum.a) * (1 - revealage) + dst * revealage
gl_FragColor = float4(averageColor, 1.0 - revealage);
}


Examples

I integrated the implementation described in this article into the full open source G3D Innovation Engine renderer (version 10.1). The specific files modified to implement the technique are:


[Nicolas Rougier also contributed a Python-OpenGL implementation with nice commenting and reference images as well. I'm hosting it at http://dept.cs.williams.edu/~morgan/code/python/python-oit.zip.]

All of the following images of the San Miguel scene by Guillermo M. Leal Llaguno were rendered using G3D's implementation. To show how it integrates, these include a full screen-space and post-processing pipeline: ambient occlusion, motion blur, depth of field, FXAA, color grading, and bloom.

The inset images visualize the accum and revealage buffers. Note the combination of glass and partial coverage surfaces.





Here are examples on other kinds of content:




Note that this reference image fixes a typo from the one in the I3D presentation:
the alpha values are 0.75 (not 0.25 as originally reported!) and are given before computing the premultiplied values. So, the blue square is (0, 0, 0.75, 0.75) in pre-multiplied alpha and (0, 0, 1, 0.75) with unmultiplied color.
I'm using a different weighting function from the I3D result as well.




Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Rocket Golfing and work on the Skylanders series. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Map Generation On A Sphere, Part 2

I spent 9 days working on map generation on a sphere. The first 2 days were geometry: points, triangles, polygons on a sphere. The next 7 days were maps:

  • elevation: mapgen4's noise approach looked ok, but I wasn't happy with it, so I switched to using plate tectonics, which looked nice
  • moisture: mapgen4's evaporation+wind+rainfall relied too much on a grid, so I wasn't able to use it; I ended up assigning biomes randomly
  • rivers: mapgen4's binary tree forest works on graphs, and worked great on a sphere
  • rendering: mapgen4's elevation rendering uses outlines and a custom projection which are designed for flat maps, and I wrote a new simple renderer

I wrote up my notes and am going back to working on mapgen4. I'm also putting all the (messy) code up on github.

Wednesday, March 27, 2019

Great Excitement For MSSA's 2019 Western Cape Provincial Championships.


Already there are a number of entries to MSSA's 2019 Western Cape Provincial Championships. MSSA's 2019 Western Cape Provincial Championships is part of the process of selecting the 2018 Protea teams that will attend the various World Championships and participate in various test matches.

Thus a number of h
opefuls have entered, such as White Rabbit Gaming and Valhalla. There are also a number of schools that have entered such as, but not limited to, Oakhill and Paul Roos Gimnasium.

MSSA's 2019 Western Cape Provincial Championships is going to be an exciting test of skill.

Championship Details:


Hosting Club: Curro Durbanville
VenueCurro Durbanville, 1 Memento Drive, Sonstraal Heights, Durbanville 
Entry date:  8 March 2019
Date23 & 24 March 2019
Entry form:   https://drive.google.com/drive/folders/1zUCUi2JRVcgHH8l4ib7hRWbBuL1FmijT

Member clubs must download the entry form and e-mail the form to 
mindsportscorrespondence@gmail.com

Details are as follows:

Board gaming: https://esportscommentator.blogspot.com/2019/02/board-gaming-mssas-23rd-western-cape.html
Esports: https://esportscommentator.blogspot.com/2019/02/esports-mssas-23rd-western-cape.html
Wargaming: https://esportscommentator.blogspot.com/2019/02/wargames-mssas-23rd-western-cape.html

Tuesday, March 26, 2019

Splice For PC


Fascinating puzzle game from the creators Auditorium, Fractal and Pulse. At each level the player must weave a figure of mikrokletok, guided by the laws of their location in space.Dozens of levels force you to rely more on strategy than on luck, and atmospheric soundtrack will immerse gubzhe even in the microcosm.

DOWNLOAD LINK »

Thankful For My School And SHAPE Michigan!

This Thanksgiving, when my family took turns going around the table saying what we are thankful for, my answer was 1) my family and 2) a job that I LOVE!  I remember when I was in college at Grand Valley State University, one of my Movement Science professors said his favorite day of the week is Monday because he loves coming to work so much.   I remember thinking he must be stretching the truth...........who doesn't love Fridays/Saturdays/Sundays the most?  But he was sincere!  I do enjoy my weekends, but I am truly thankful for a job that I love coming to!  I am so blessed to be able to teach almost 700 students each week, and have the space and equipment I need.

Speaking of equipment, I am also thankful for SHAPE - Michigan, who fulfilled a $500 grant I wrote last spring!  I have been using the new equipment on a daily basis for a variety of activities.  The grant I wrote was for "Color My Class" equipment, and also two "Cone Qwik Netz".  This year I started organizing my class by rainbow colors, and it has been great!  The equipment I ordered is all in rainbow sets, so this helps the students stay organized, and also teaches colors to our youngest students.  See the pictures below of just SOME of the new things!
I love these cones I bought with my grant money.  They hold signs on the top!

Cone Qwik Netz
2nd graders playing tennis with our new nets from SHAPE - Michigan!
2nd graders playing tennis with our new nets from SHAPE - Michigan!
I came up with a new game called "Color Collection Relay".  We used lots of our new equipment from SHAPE - Michigan!

Color Collection Relay Set up.  Each rainbow team had to take turns collecting objects of their color and put it in their hula hoop.  The last few minutes, they worked as a team and played with the items they collected.
After the relay they played with their team and the things they collected!

After the relay they played with their team and the things they collected!

After the relay they played with their team and the things they collected!

After the relay they played with their team and the things they collected!

After the relay they played with their team and the things they collected!

Students playing "Thankful Tag" the day before Thanksgiving break.  Players who were tagged had to sit down.  Someone helped them by sharing what they are thankful for.

Students playing "Thankful Tag" the day before Thanksgiving break.  Players who were tagged had to sit down.  Someone helped them by sharing what they are thankful for.

Students playing "Thankful Tag" the day before Thanksgiving break.  Players who were tagged had to sit down.  Someone helped them by sharing what they are thankful for.

Thankful for our Watchdog program and the fathers who come in to volunteer!  This Watchdog is doing the V-Sit during our Daily Dozen Warm-Up!
Check out our November Daily Dozen!  Next is a video of my "Thanksgiving Dinner Relay".
 




Gaming In The Atl - 5Th Best In The Us

This is a good article highlighting Atlanta as a great place for game play and development.