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| Some recent topics started on our forums | |
| GPU Pro 3: Call for Authors | GPU Pro 3: Call for AuthorsPosted by: Wolfgang Engel at December 23, 2010 8:52:52 AMAfter the success of the first seven entries to the ShaderX book series, of GPU Pro (gpupro.blogspot.com) and the soon to be released GPU Pro 2 (gpupro2.blogspot.com)... |
| Posted December 23, 2010 11:52:52 AM | |
| GPU Pro 2: Call for Authors | GPU Pro 2: Call for AuthorsPosted by: Wolfgang Engel at May 12, 2010 7:38:24 AMAfter the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book (gpupro.blogspot.com), we are looking for... |
| Posted May 12, 2010 10:38:24 AM | |
| GPU Pro 2: Call for Authors | GPU Pro 2: Call for AuthorsPosted by: Wolfgang Engel at April 26, 2010 11:00:43 AMAfter the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book (http://gpupro.blogspot.com/), we are l... |
| Posted April 26, 2010 11:00:43 AM | |
| GPU Pro 2: Call for Authors | GPU Pro 2: Call for AuthorsPosted by: Wolfgang Engel at February 20, 2010 3:18:24 PMAfter the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book (http://gpupro.blogspot.com/), we are... |
| Posted February 20, 2010 3:18:24 PM | |
| Mapping Depth Values to the near / far range | Hi, I have a projection matrix that is w, 0, 0, 0, 0, h, 0, 0, 0, 0, (f + n) / (f - n), -(2 * f* n) / (f - n), 0, 0, 1, 0); This matrix is a OpenGL projection matrix. I would like to map the values that I can read from the depth buffer int... |
| Posted November 21, 2009 2:00:39 AM | |
| Call for Authors: ShaderX8 | Call for Authors: ShaderX8Posted by: Wolfgang Engel at May 2, 2009 12:50:28 PMAfter the tremendous success of the first seven entries to the ShaderX book series, we are looking for authors for ShaderX8. The upcoming book will cover advanced render... |
| Posted May 2, 2009 12:50:28 PM | |
| Cover circle with quads | Hi, I would like to approximate a circle with quads. The quads should overlap the circle in a way that there is no area of the circle uncovered. What I want to find is the best possible way to calculate the quad size and number of quads. Being abl... |
| Posted April 23, 2009 4:06:19 PM | |
| Attenuation / To figure out the Bounding volume of Point lights / Spot lights | Hi, I was thinking about this now for a while. Using the classical attenuation function can make the determination of the size of a bounding volume quite complicated. This was covered in several threads in this forum so far. 1 / (kc + kl * distan... |
| Posted October 5, 2008 3:11:20 PM | |
| Intel Graphics Media Accelerator 4500MHD | I am sure that this graphics chipset has some problems to run certain games fast enough, but what I would like to hear is if all DX10 features are really supported. I am not interested in speed just feature support. I don't care if my simple example... |
| Posted September 9, 2008 3:52:42 PM | |
| Reconstructing Position from Depth Data | Hi, I am on my quest to figure out the fastest way to reconstruct a position value from depth data. Here is what I know: 1. If you stay in view space and you can afford a dedicated buffer for a separate depth value you can do the following (... |
| Posted August 28, 2008 7:47:41 PM | |
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| Some recent replies made on our forums | |
| Real-time Global Illumination and Ray Tracing | That's quite impressive. I skipped through your thesis. You explain things very well. |
| Posted December 19, 2010 12:22:23 PM | |
| Next-next generation voxel data? | Quote:However, we still have largely fixed bandwidth from drive to memory, and from memory to cache. And this is the limiting factor: given a terabyte of voxel data, it is infeasible to move enough data across the bus quickly enough to render it. Wel... |
| Posted November 20, 2010 7:44:14 PM | |
| Next-next generation voxel data? | Quote:you know, when driving too long into one direction, you forget about all the others easily and it's hard to change it again ;) I can see your challenges here. This stuff is already pretty old, I want to believe most of us moved or passed a... |
| Posted November 20, 2010 7:19:21 PM | |
| Next-next generation voxel data? | How can a technique that relies on so much memory access considered next-next-gen while computational power increases much faster than memory access and procedural generation of geometry is already here ... I don't get that :-) |
| Posted November 20, 2010 2:12:31 PM | |
| Ambient Occlusion Volumes | Quote:Crytek has never published their exact algorithm The guy who wrote it described it in ShaderX6. |
| Posted December 6, 2009 8:28:19 PM | |
| Ambient Occlusion Volumes | very cool ... followed up with an e-mail. |
| Posted December 5, 2009 10:09:02 PM | |
| Exponential Shadow Maps | Hey Marco, Quote:The first one involves rendering exponential depth you mean you render out a exponential depth value into the shadow map. How would you do this? The following source looks like the linear approach you describe. It writes li... |
| Posted November 25, 2009 12:59:36 AM | |
| Skybox gradient distortion. | I spent a few fine hours debugging banding to find out that the TV was introducing the banding in the first place; try another TV or monitor e.g. notebooks might show you this kind of banding ... sometimes you have to give up :-) |
| Posted October 23, 2009 11:09:09 AM | |
| ShaderX7 Practical CSM | I read the chapter but it doesn't sound right to me either. I contact Fan ... maybe he can contribute to this thread. |
| Posted October 23, 2009 11:06:05 AM | |
| Global Illumination Honors project! | Hey Krokhin, I tried your demo but it is not running for me. Crashes on the start-up screen. Can you explain what you did in there? |
| Posted October 11, 2009 12:21:12 PM | |
| View All Replies Made By This User | |