Yakiimo3D

Mostly DirectX 11 Programming

Archive for the ‘DirectX11’ Category

Temporal AA Texture Mipmap Settings

http://www.gamedev.net/community/forums/topic.asp?topic_id=583617 I posted my temporal AA sample as a gamedev.net IOTD, and I got a comment pointing out that regular texture filtering should be sufficient in order to remove the aliasing inside of textures. I checked my code and noticed that the MaxLod value for the sampler was not set up correctly. With the code [...]

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DX11 Perspective Matrix Jittering Temporal AA

Introduction Temporal anti-aliasing algorithms are algorithms where you use samples from previously rendered frames in order to perform a temporal form of supersampling. There are different ways to implement temporal AA, and over the weekend, I wrote an implementation of the simple perspective matrix jittering temporal AA. This type of temporal AA is mentioned in [...]

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DirectCompute Cloth Sample Included In Bullet Physics 2.77

http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=5681 Just found out that the recently released Bullet Physics 2.77 contains OpenCL and DirectCompute hardware accelerated cloth simulation samples contributed by AMD. http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics You can watch a video of ATI/AMD’s Lee Howes presenting on the DirectCompute cloth implementation on MSDN (linked in the above Erwin Coumans’s announcement post.) If you don’t want to watch [...]

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smallpt CPU Optimizations

http://www.butamanrenderer.com/ My blog for the Butaman Renderer. A hobby global illumination renderer that I began working on recently. http://www.butamanrenderer.com/2010/09/19/smallpt-cpu-optimizations/ smallpt cpu optimization article on my Butaman Renderer blog. I wrote a blog article and released source code for my CPU SIMD & mulithreaded smallpt implementation. I’m mentioning the implementation here because I use DirectX11 to [...]

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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 [...]

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