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Beyond3D Forum - 3D Technology & Algorithms

Beyond3D Forum - 3D Technology & Algorithms



For technical discussion of 3D Technology and Algorithms, including the evolution of GPU architectures, rendering techniques and effects, and much more. Highly technical and potentially abstract.



Last Build Date: Sat, 31 Jul 2010 11:22:24 GMT

 



Three new DirectX 11 demos

Sat, 31 Jul 2010 02:33:23 GMT

Hey all, Just wanted to throw out the links for three new DX11 demos from the Advances in Real-Time Rendering in 3D Graphics and Games (http://advances.realtimerendering.com/) and Beyond Programmable Shading (http://bps10.idav.ucdavis.edu/) courses at SIGGRAPH (slides will be posted soon). For...



is there a function similar to getWeights2D for PC's hlsl?

Tue, 27 Jul 2010 16:05:14 GMT

I need something similar to this for a shader running on pc http://msdn.microsoft.com/en-us/library/bb313952.aspx I think I can do it maually in shader, but want to know if there's an intrinsic or anything that can do it



Lagoa Multiphysics 1.0 - Teaser

Wed, 21 Jul 2010 04:07:26 GMT

Watch this, physics done using Ubisoft technology apparently. http://vimeo.com/13457383 Impressive I think :)



Does Anti Aliasing still make sense if you have Ultra High DPI?

Tue, 20 Jul 2010 12:45:38 GMT

Does Anti Aliasing still make sense if monitors are over 300DPI?



premultiplied alpha + HDR/tone map

Mon, 19 Jul 2010 12:13:13 GMT

Hi, I am currently wondering if premultiplied alpha can still be used when using a full HDR pipeline, where the tone mapping appends at the very end of the frame rendering operation... My pipeline relies on premultiplied alpha for several stuffs: - normal 3D objects - impostors -...



OpenGL rasterization rules (does it use top-left rule?)

Sat, 17 Jul 2010 14:03:28 GMT

Hi. Please help me to understand how OpenGL rasterize triangle. If I draw to triangles with adjacent edges glBegin(GL_TRIANGLES); glColor3f(1.0, 1.0, 1.0); glVertex3f(5, 5, 0); glVertex3f(0, 5, 0); glVertex3f(0, 0, 0); glEnd(); glBegin(GL_TRIANGLES);



OpenGL context creation time on Win32

Wed, 14 Jul 2010 16:23:20 GMT

An app I'm working on has entered the polishing stage, and one of our goals is to cut down startup time to less than 700 msec, but OpenGL is causing us to hit a glass ceiling due to context creation times - fastest I can get context creation (2.x) on Windows (7, x64 if that matters) is 425 msec....



CG compiler optimizer and commutative addition

Wed, 14 Jul 2010 08:12:42 GMT

Hello, I'd like to state before all that I'm quite a newbie in GPU technology and may be overlooking lots of stuff, using the wrong vocabulary or mistaking the purpose of this forum. Sorry in advance and don't hesitate to correct me :) I'm now writing vertex programs in CG for a RSX (PS3)...



Lighting model used in games

Wed, 14 Jul 2010 02:42:08 GMT

I want to ask which type of lighting model(s) used in modern 3D games, say Crysis. Can Blinn-Phong alone is enough? What are other options? IMO Strauss is very flexible, but does not produce convincing enough results.



question of water based on fast fourier transform

Wed, 07 Jul 2010 03:27:03 GMT

simply speaking, in tessendorf's paper (http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf) it says in the following fuction(function 19 in the paper) Image: http://hi.csdn.net/attachment/201006/22/392494_1277217509Yu7H.jpg (if the image can't be displayed, check this...