« on: February 16, 2011, 11:05:07 AM »
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Ninja is yet another build system. It takes as input the interdependencies of files (typically source code and output executables) and orchestrates building them, quickly.
Ninja joins a sea of other build systems. Its distinguishing goal is to be fast. It is born from my work on the Chromium browser project, which has over 30,000 source files and whose other build systems (including one built from custom non-recursive Makefiles) can take ten seconds to start building after changing one file. Ninja is under a second.
Carmack points out that at age 40, he’s not the gamer he used to be. “I try not to guide our content decisions very much now,” he says. “I take care of the technical side of things… I’m not our market.”
“The only time I have to play games, I play Wii games with my six-year-old son,” he says. “I’m into all the different Mario games… I’m not all that into the latest Killzone or other [first-person shooters] out there.”
Carmack’s been working hard to complete his new game, the post-apocalyptic shooter Rage. It’s due to hit stores on September 13th, for Microsoft Windows, Apple’s Mac OS X, Sony’s PlayStation 3, and Microsoft’s Xbox 360.
In this article, I would like to present you an edge detection algorithm that shares similar performance characteristics like the well-known Sobel operator but provides slightly better edge detection and can be seamlessly extended with little to no performance overhead to also detect corners alongside with edges. The algorithm works on a 3×3 texel footprint similarly like the Sobel filter but applies a total of nine convolution masks over the image that can be used for either edge or corner detection. The article presents the mathematical background that is needed to implement the edge detector and provides a reference implementation written in C/C++ using OpenGL that showcases both the Frei-Chen and the Sobel edge detection filter applied to the same image.