Yakiimo3D

Mostly DirectX 11 Programming

Archive for the ‘DirectX11’ Category

Hieroglyph 3 DX11 Rendering Engine

http://hieroglyph3.codeplex.com/ Hieroglyph 3′s CodePlex project page. http://www.gamedev.net/community/forums/mod/journal/journal.asp?user=JasonZ Jason Zink’s gamedev journal recently mostly about Hieroglyph 3. I learned about Hieroglyph 3 a couple months ago while looking for a simple DX11 tessellation sample. Hieroglyph not only contains a simple DX11 tessellation sample, but is an entire open-source DirectX11 rendering engine. Other samples included are a [...]

[Continuar Lendo →]

Siggraph 2010: 3 New Intel DirectX11 Demos

http://visual-computing.intel-research.net/art/publications/sdsm/ Sample Distribution Shadow Maps http://visual-computing.intel-research.net/art/publications/avsm/ Adaptive Volumetric Shadow Maps http://visual-computing.intel-research.net/art/publications/deferred_rendering/ Deferred Rendering for Current and Future Rendering Pipelines Learned about it from this Beyond3D thread (http://forum.beyond3d.com/showthread.php?t=58180). All 3 demos come with source code and ran fine for me on my HD5750.

[Continuar Lendo →]

DX11 Order Independent Transparency with MSAA

Introduction I extended my DX11 OIT demo (http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/) to support MSAA. CodePlex link for my program’s source code and binary are provided at the end of the article. Relevant Links 1) http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/ Blog article for my original DX11 OIT demo. My original demo has no support for MSAA, so jaggies are very noticeable along the [...]

[Continuar Lendo →]

DX11 Order Independent Transparency

Introduction This is my implementation of the ATI DX11 linked list OIT algorithm. The DirectX11 SDK OIT sample is pretty slow (a compute shader usage sample), but have read from numerous sources that the ATI OIT algorithm is pretty fast (it is), so I decided to try implementing it. Lots of people have already implemented [...]

[Continuar Lendo →]

CEDEC 2010: LostPlanet2 DirectX11 Features

http://cedec.cesa.or.jp/2010/program/PG/C10_P0167.html Looks like Capcom is hosting a DirectX11 session at CEDEC 2010. The session summary says they are going to be talking about the graphical and performance enhancements gained by adding DirectX11 support for Lost Planet 2. The summary says the session is also going to talk about the difficulties involved in adding DirectX11 support [...]

[Continuar Lendo →]