Yakiimo3D

Mostly DirectX 11 Programming

DX11 “High-Quality Global Illumination Rendering Using Rasterization”

http://otd7.jbbs.livedoor.jp/709763/bbs_plain?06190300
BBS post 1576 is Toshiya Hachisuka-san’s comment about the possibility of a faster implementation of “High-Quality Global Illumination Rendering Using Rasterization” using DX11 (in Japanese.)

In my blog post about GameFest 2010 presentations (http://www.yakiimo3d.com/2010/06/18/the-entire-gamefest-2010-presentations-now-available/), I wrote about Toshiya Hachisuka-san’s GPU Gems 2 article “High-Quality Global Illumination Rendering Using Rasterization”. Today, I noticed that Hachisuka-san made a comment on his BBS that his GPU Gems 2 method can be updated to use a DX11 OIT linked-list type of implementation (with no sorting necessary) and sped up. Seems like an interesting implementation to try out with possibilities for real good results.

. This entry was posted on Saturday, June 19th, 2010 at 11:29 AM and is filed under DirectX11. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

2 Responses to “DX11 “High-Quality Global Illumination Rendering Using Rasterization””

  1. The Entire GameFest 2010 Presentations Now Available | Yakiimo3D Says:

    [...] DX11 “High-Quality Global Illumination Rendering Using Rasterization” [...]

  2. DX11 Order Independent Transparency | Yakiimo3D Says:

    [...] DX11 “High-Quality Global Illumination Rendering Using Rasterization” [...]

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