July 31st, 2010 by yakiimo02 in DirectCompute, DirectX11 | No Comments »
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.
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July 25th, 2010 by yakiimo02 in Demo, DirectX11 | No Comments »
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 [...]
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July 19th, 2010 by yakiimo02 in Demo, DirectX11 | 5 Comments »
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 [...]
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July 11th, 2010 by yakiimo02 in DirectX11 | No Comments »
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 [...]
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June 19th, 2010 by yakiimo02 in DirectX11 | 2 Comments »
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 [...]
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