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  1. Geomerics to unveil Wavelet technology at GDC 06
  2. Need some insight on pixel pipelines and instreuction/clock
  3. Microsoft releases XNA beta and MechCommander 2 source
  4. GeForce 6600 vs ATI Radeon X700 Pro
  5. GLSL Ati's shortcomings
  6. What the heck is a dynamic ambient map?
  7. Is OpenGL hardware specific (PC)?
  8. Pixel shader compilation error
  9. Performance of buffers
  10. Cg 1.5 Beta 1 is available
  11. Need Help with FBOs
  12. Shader optimisations on my R300
  13. friemel + stuff
  14. Per Pixel Lighting / Normal Mapping
  15. DirectX April 2006 SDK
  16. DX9 Sampling DepthStencil texture
  17. Creating ASHLI shader for Maya
  18. A Demo - Post Process Depth Discontinuity Edge AA
  19. Suggestions for online planning tool???
  20. D3D9 texture paging with solid FPS (and turbo cache problems)
  21. Why aren't refraction maps used?
  22. John Carmack on MegaTexture
  23. Variance Shadow Maps Demo
  24. Multimedia Timer in GPU
  25. way to force SSAA ..?
  26. OGL + CgFX arrays
  27. Dependency of RenderTarget and WindowSize
  28. Thoughs on simple directmedia layer
  29. smart shader: little dot/crosshair
  30. muscle simulation software
  31. Max Uniform Components Under NV3x-4x
  32. Making this part of the forum better (more active)...
  33. Direct3D versus OpenGL
  34. Shaders in java for web?
  35. Colour model for computer graphics which is "good enough"
  36. Project: Low Poly 3D Text / OpenGL
  37. How to get into the field of the 3D ASIC?
  38. My fake HDR imitation shader (1MB total images)
  39. Online compiler
  40. Engine Design: Feature snippets.
  41. Shadow Rendering and the CPU
  42. R300 matrix vs dot product performance in shaders
  43. Collada
  44. Beta tester for Direct3D 10 migration system wanted
  45. GL_EYE_PLANE semantics rationale
  46. HDR RGBA8 representation I believe is unknown
  47. Help with shaders on DX 9.0c (HLSL)
  48. GeoForms app available
  49. ATI Hardware and floating point textures
  50. Point sprites
  51. Doubt on rendering
  52. more memory efficient deferred rendering idea?
  53. ATI OpenGL Developper Support
  54. So I'm working on a terrain rendering engine...
  55. noob question
  56. Story behind Lenna
  57. Question for Graphics experts...
  58. GPGPU BOF at SIGGRAPH
  59. how many rays?
  60. ATILA GPU simulator source code released
  61. :: Modifying Render targets::
  62. Framebuffer content and pixel shaders
  63. Need Technical Details on JC's MegaTexture Algorithm
  64. Ambient shadows on nVidia - do nVidia cards need an extra render pass?
  65. GPU Shadow Volume Reconstruction Test
  66. Real-time GI article at (of all places) teamxbox.com
  67. Decade old question reguarding the first realtime 3d implementations.
  68. OpenGL 2.1 and GLSL 1.20
  69. When do you use D3DPT_TRIANGLEFAN?
  70. August 06 DirectX SDK Available
  71. OpenGL ARB to Pass Control of OpenGL Specification to Khronos Group
  72. Disappointing RGBA16f + MSAA performance
  73. Displacement Mapping
  74. directx 7 sdk needed
  75. noob question v2
  76. Freecam Mode for Directx ?
  77. shadow map problem
  78. D3DXCompileShaderFromResource doubt
  79. glProgramLocalParameter4fARB forcing re-cache of shader?
  80. Radeon 9600 Driver problem...
  81. Building our own 3D engine
  82. "Deferred MSAA" compatible with any kind of Render Targets
  83. [ANN] AmanithVG second tech preview (OpenVG on OpenGL and OpenGL|ES).
  84. A 3D browser plugin for Firefox
  85. Texture unit problems
  86. 256x Edge Anti-Aliasing demo
  87. Beefing Up Animation Software
  88. Projection matrix design, keeping inversion in mind
  89. bump mapping (blinn's 1978 method)
  90. VS 6.0 and SP6
  91. texture fetch and shader math execution time in special cases
  92. Java 2D to 3D modelling (T.E.D.D.Y.)
  93. Issues with a volumetric shader & general pixel shader questions.
  94. D3D10 or DirectX10?
  95. Tangent Space Normal Mapping
  96. Anybody wants to write a Siggraph '07 paper with me?
  97. How to work directly with VRAM with OpenGL?
  98. What is the coolest thing to do with geometry shader + streamout?
  99. Efficient scheduling for single- and multi-core?
  100. Realtime radiosity demo
  101. SiReflect function
  102. Reyes
  103. A silly question about Carmack's Megatexture
  104. Article on Post-Processing
  105. How Game File Sizes Will Be Reduced Up To 70%
  106. Terrain rendering Engine
  107. Identify which card @ runtime.
  108. Intel X3000 V IMG SGX
  109. very new on open GL
  110. DirectX SDK October 2006
  111. Half-texel offset in D3D with ATI and NVIDIA
  112. framebuffer object HELP!!
  113. NVIDIA GPU Gems 3 Call for Participation from OpenGL API developers
  114. Help: Dynamic Flow Control In Shader
  115. strange nVidia shader compiler precision problems
  116. Draw Distance
  117. Tangent space – bump mapping HELP!
  118. XNA Beta 2 Released
  119. GPU Architecture details (for EE students)?
  120. Steep Parallax Mapping
  121. Comparison of Bilinear, Trilinear and Anisotropic Filtering
  122. Is branching on G80 really a fixed 11ms cost?
  123. Dynamic branching on X1800GTO vs Go7800
  124. OpenGL and multiple monitors/rendering contexts
  125. Very wide/multiple monitor displays
  126. Intel Multicore Futuremark Demo
  127. Simplest way of doing per-pixel lighing, How far you can go?
  128. 3D graphics and broadcast-tv-signal
  129. Making Animated Fluids Look More Realistic
  130. 3D aliasing
  131. Controlling video memory fragmentation
  132. MegaTexture
  133. Direct3D 10 rocks :)
  134. Geometry Shader based Motion Blur Patent Application
  135. MS GDC2007 presentations
  136. Resolution-Mapped Shadow Maps
  137. Planet terrain rendering engine
  138. ShaderX
  139. Why render more frames ... ?
  140. Variance Shadow Maps Demo (D3D10)
  141. Multithreaded design
  142. Updates for "Parallel-Split Shadow Maps (PSSMs)" Project Webpage
  143. Realtime Global Illumination - call for demos
  144. Does R600 allow Vertex Texture Fetch?
  145. Implicit surfaces
  146. VSM(Variance Shadow Maps)simple test Demo in 3DSMax
  147. Can tessellation happen post-transform?
  148. Cel Shading.....
  149. NVIDIA releases first public beta of PerfHUD 5
  150. Post-processing AA *without* depth information
  151. Planet engine version 2.0 preview
  152. New DX10 demo
  153. Memory Virtualization & DirectX 10
  154. Interesting papers/technology at SIGGRAPH 2007
  155. Extended PSM (research paper, demo, code)
  156. fp16 render target affects MSAA quality?
  157. Intel Yorkfield (45nm) Realtime RayTraces @ 90fps!
  158. Planet engine
  159. A question about <triangle scan conversion using homogeneous coordinates>
  160. Crysis Lead Graphics Programmer Martin Mittring's SIGGRAPH 07 course
  161. Very large planets in high detail
  162. 3D CGI rendering Vs Consumer gaming 3D
  163. Converting w-buffer values into z-buffer values
  164. Gamefest 2007 slides ?
  165. ::Hiding shader code::
  166. Real-Time Ray Tracing : Holy Grail or Fools’ Errand? *Partial Reconstruction*
  167. Scene management
  168. Reconfigurable processing
  169. New deferred rendering demo
  170. Lightsmark - new realtime global illumination demo
  171. TA vs. TF
  172. MegaTexture in Quake Wars
  173. PCI-E 2.0 vs 1.0 impact on performance?
  174. Bandwidth usage in modern games
  175. Downplaying of DX10.1
  176. What does DX10.1 add vs. DX10 that makes such a big difference? [deferred shading]
  177. Hardware two sided depth test?
  178. What would be a fun project?
  179. Some basic but specific rendering questions
  180. Deep deferred shading demo
  181. Larrabee and Intel's acquisition of Neoptica
  182. AMD's John Bridgman on Radeon, Linux and Open Source 3D
  183. Fluid Demo Movie (RapidMind)
  184. Optimizing vertex inputs
  185. Optimizing texture bandwidth and memory usage
  186. Strange ROP performance + ROP benchmarks by format.
  187. Memory useage of the framebuffers
  188. Order Independent Translucency demo
  189. The Technology of a 3D Engine - Part One
  190. Simple demo
  191. Non bitmapped texturing
  192. NV: Across-thread out of order instruction dispatch in a MT-GPU
  193. GPGPU and 3D luminaries join 3D graphics heavyweights
  194. GPU Deinterlacing Techniques
  195. Light Indexed Deferred Rendering demo + paper
  196. Larrabee: Samples in Late 08, Products in 2H09/1H10
  197. Formal work on trianglization of smooth surfaces?
  198. Ray Tracing and Gaming - One Year Later
  199. Process Technology article @ RWT & TSMC 40nm
  200. Store multiple attributes per instance in few vertex shader constants
  201. Video Thumbnailing
  202. Creating Normal Maps from photos: possible and easy
  203. "382 Billion Photons Rendered" Via Distributed Computing
  204. ILM's Transformers HDR precision?
  205. Questions about GPU, sprites and general rendering...
  206. Unreal Engine "3.5"
  207. fbo re-allocation strategy
  208. GPU memory allocation
  209. Why can't I do this? I know it's impossible, but not sure why.
  210. Multi-GPUs AFR vs frame lag & smooth animation
  211. Before and after MegaTexture scenes
  212. Reading Google Sketchup (.skp) or Google Earth (.kmz)??
  213. Microsoft Excel: Revolutionary 3D Game Engine?
  214. hlsl flowcontrol & texture lookups
  215. Make3D - Convert your image into 3d model
  216. xenopus RTRT
  217. Software Rendering Will Return!
  218. Is DirectX 10 the last DirectX graphics API that is truly relevant to developers?
  219. 3D engines written for the HTML <canva> element
  220. I am searching for some info about geometry
  221. Carmack talks about id Tech 6, Ray Tracing, Consoles, Physics etc.
  222. Multi-Threading Links and Papers
  223. The future of GPU micro-architecture
  224. Is Crysis Shader Model 2.0 based?
  225. Parser for KML files (Google Earth File format)
  226. COLLADA file inside of KMZ (Google Earth archieve)?
  227. TOSMI Trainings
  228. Alex St. John: <paraphrase> only DX7 was good</paraphrase>
  229. Ageia, CUDA and 8800xx?
  230. Voxel rendering (formerly Death of the GPU as we Know It?)
  231. Custom resolve demo
  232. Layered Variance Shadow Maps
  233. 3 vs 4 components vectors
  234. first 3dMark Vantage score & images
  235. DX11 with ray-tracing?
  236. Exponential shadow maps, useful?
  237. SwiftShader 2.0: A DX9 Software Rasterizer that runs Crysis
  238. Article: Practical Fluid Mechanics For Game Developers
  239. Simulating optical detectors
  240. when will GPUs run their own driver?
  241. GPU Texture Compression demo
  242. Problem with Variance Shadow Map and directional light
  243. Z fighting tricks
  244. Possible D3D10.1 antialiasing idea... (feel free to shoot me down here)
  245. Offseting fragments when outputted?
  246. Larrabee's Rasterisation Focus Confirmed
  247. Why isn't R2VB discussed and used more?
  248. back to integer
  249. Visualizing magnetic fields
  250. Multi-GPU performance issue