- Geomerics to unveil Wavelet technology at GDC 06
- Need some insight on pixel pipelines and instreuction/clock
- Microsoft releases XNA beta and MechCommander 2 source
- GeForce 6600 vs ATI Radeon X700 Pro
- GLSL Ati's shortcomings
- What the heck is a dynamic ambient map?
- Is OpenGL hardware specific (PC)?
- Pixel shader compilation error
- Performance of buffers
- Cg 1.5 Beta 1 is available
- Need Help with FBOs
- Shader optimisations on my R300
- friemel + stuff
- Per Pixel Lighting / Normal Mapping
- DirectX April 2006 SDK
- DX9 Sampling DepthStencil texture
- Creating ASHLI shader for Maya
- A Demo - Post Process Depth Discontinuity Edge AA
- Suggestions for online planning tool???
- D3D9 texture paging with solid FPS (and turbo cache problems)
- Why aren't refraction maps used?
- John Carmack on MegaTexture
- Variance Shadow Maps Demo
- Multimedia Timer in GPU
- way to force SSAA ..?
- OGL + CgFX arrays
- Dependency of RenderTarget and WindowSize
- Thoughs on simple directmedia layer
- smart shader: little dot/crosshair
- muscle simulation software
- Max Uniform Components Under NV3x-4x
- Making this part of the forum better (more active)...
- Direct3D versus OpenGL
- Shaders in java for web?
- Colour model for computer graphics which is "good enough"
- Project: Low Poly 3D Text / OpenGL
- How to get into the field of the 3D ASIC?
- My fake HDR imitation shader (1MB total images)
- Online compiler
- Engine Design: Feature snippets.
- Shadow Rendering and the CPU
- R300 matrix vs dot product performance in shaders
- Collada
- Beta tester for Direct3D 10 migration system wanted
- GL_EYE_PLANE semantics rationale
- HDR RGBA8 representation I believe is unknown
- Help with shaders on DX 9.0c (HLSL)
- GeoForms app available
- ATI Hardware and floating point textures
- Point sprites
- Doubt on rendering
- more memory efficient deferred rendering idea?
- ATI OpenGL Developper Support
- So I'm working on a terrain rendering engine...
- noob question
- Story behind Lenna
- Question for Graphics experts...
- GPGPU BOF at SIGGRAPH
- how many rays?
- ATILA GPU simulator source code released
- :: Modifying Render targets::
- Framebuffer content and pixel shaders
- Need Technical Details on JC's MegaTexture Algorithm
- Ambient shadows on nVidia - do nVidia cards need an extra render pass?
- GPU Shadow Volume Reconstruction Test
- Real-time GI article at (of all places) teamxbox.com
- Decade old question reguarding the first realtime 3d implementations.
- OpenGL 2.1 and GLSL 1.20
- When do you use D3DPT_TRIANGLEFAN?
- August 06 DirectX SDK Available
- OpenGL ARB to Pass Control of OpenGL Specification to Khronos Group
- Disappointing RGBA16f + MSAA performance
- Displacement Mapping
- directx 7 sdk needed
- noob question v2
- Freecam Mode for Directx ?
- shadow map problem
- D3DXCompileShaderFromResource doubt
- glProgramLocalParameter4fARB forcing re-cache of shader?
- Radeon 9600 Driver problem...
- Building our own 3D engine
- "Deferred MSAA" compatible with any kind of Render Targets
- [ANN] AmanithVG second tech preview (OpenVG on OpenGL and OpenGL|ES).
- A 3D browser plugin for Firefox
- Texture unit problems
- 256x Edge Anti-Aliasing demo
- Beefing Up Animation Software
- Projection matrix design, keeping inversion in mind
- bump mapping (blinn's 1978 method)
- VS 6.0 and SP6
- texture fetch and shader math execution time in special cases
- Java 2D to 3D modelling (T.E.D.D.Y.)
- Issues with a volumetric shader & general pixel shader questions.
- D3D10 or DirectX10?
- Tangent Space Normal Mapping
- Anybody wants to write a Siggraph '07 paper with me?
- How to work directly with VRAM with OpenGL?
- What is the coolest thing to do with geometry shader + streamout?
- Efficient scheduling for single- and multi-core?
- Realtime radiosity demo
- SiReflect function
- Reyes
- A silly question about Carmack's Megatexture
- Article on Post-Processing
- How Game File Sizes Will Be Reduced Up To 70%
- Terrain rendering Engine
- Identify which card @ runtime.
- Intel X3000 V IMG SGX
- very new on open GL
- DirectX SDK October 2006
- Half-texel offset in D3D with ATI and NVIDIA
- framebuffer object HELP!!
- NVIDIA GPU Gems 3 Call for Participation from OpenGL API developers
- Help: Dynamic Flow Control In Shader
- strange nVidia shader compiler precision problems
- Draw Distance
- Tangent space – bump mapping HELP!
- XNA Beta 2 Released
- GPU Architecture details (for EE students)?
- Steep Parallax Mapping
- Comparison of Bilinear, Trilinear and Anisotropic Filtering
- Is branching on G80 really a fixed 11ms cost?
- Dynamic branching on X1800GTO vs Go7800
- OpenGL and multiple monitors/rendering contexts
- Very wide/multiple monitor displays
- Intel Multicore Futuremark Demo
- Simplest way of doing per-pixel lighing, How far you can go?
- 3D graphics and broadcast-tv-signal
- Making Animated Fluids Look More Realistic
- 3D aliasing
- Controlling video memory fragmentation
- MegaTexture
- Direct3D 10 rocks :)
- Geometry Shader based Motion Blur Patent Application
- MS GDC2007 presentations
- Resolution-Mapped Shadow Maps
- Planet terrain rendering engine
- ShaderX
- Why render more frames ... ?
- Variance Shadow Maps Demo (D3D10)
- Multithreaded design
- Updates for "Parallel-Split Shadow Maps (PSSMs)" Project Webpage
- Realtime Global Illumination - call for demos
- Does R600 allow Vertex Texture Fetch?
- Implicit surfaces
- VSM(Variance Shadow Maps)simple test Demo in 3DSMax
- Can tessellation happen post-transform?
- Cel Shading.....
- NVIDIA releases first public beta of PerfHUD 5
- Post-processing AA *without* depth information
- Planet engine version 2.0 preview
- New DX10 demo
- Memory Virtualization & DirectX 10
- Interesting papers/technology at SIGGRAPH 2007
- Extended PSM (research paper, demo, code)
- fp16 render target affects MSAA quality?
- Intel Yorkfield (45nm) Realtime RayTraces @ 90fps!
- Planet engine
- A question about <triangle scan conversion using homogeneous coordinates>
- Crysis Lead Graphics Programmer Martin Mittring's SIGGRAPH 07 course
- Very large planets in high detail
- 3D CGI rendering Vs Consumer gaming 3D
- Converting w-buffer values into z-buffer values
- Gamefest 2007 slides ?
- ::Hiding shader code::
- Real-Time Ray Tracing : Holy Grail or Fools’ Errand? *Partial Reconstruction*
- Scene management
- Reconfigurable processing
- New deferred rendering demo
- Lightsmark - new realtime global illumination demo
- TA vs. TF
- MegaTexture in Quake Wars
- PCI-E 2.0 vs 1.0 impact on performance?
- Bandwidth usage in modern games
- Downplaying of DX10.1
- What does DX10.1 add vs. DX10 that makes such a big difference? [deferred shading]
- Hardware two sided depth test?
- What would be a fun project?
- Some basic but specific rendering questions
- Deep deferred shading demo
- Larrabee and Intel's acquisition of Neoptica
- AMD's John Bridgman on Radeon, Linux and Open Source 3D
- Fluid Demo Movie (RapidMind)
- Optimizing vertex inputs
- Optimizing texture bandwidth and memory usage
- Strange ROP performance + ROP benchmarks by format.
- Memory useage of the framebuffers
- Order Independent Translucency demo
- The Technology of a 3D Engine - Part One
- Simple demo
- Non bitmapped texturing
- NV: Across-thread out of order instruction dispatch in a MT-GPU
- GPGPU and 3D luminaries join 3D graphics heavyweights
- GPU Deinterlacing Techniques
- Light Indexed Deferred Rendering demo + paper
- Larrabee: Samples in Late 08, Products in 2H09/1H10
- Formal work on trianglization of smooth surfaces?
- Ray Tracing and Gaming - One Year Later
- Process Technology article @ RWT & TSMC 40nm
- Store multiple attributes per instance in few vertex shader constants
- Video Thumbnailing
- Creating Normal Maps from photos: possible and easy
- "382 Billion Photons Rendered" Via Distributed Computing
- ILM's Transformers HDR precision?
- Questions about GPU, sprites and general rendering...
- Unreal Engine "3.5"
- fbo re-allocation strategy
- GPU memory allocation
- Why can't I do this? I know it's impossible, but not sure why.
- Multi-GPUs AFR vs frame lag & smooth animation
- Before and after MegaTexture scenes
- Reading Google Sketchup (.skp) or Google Earth (.kmz)??
- Microsoft Excel: Revolutionary 3D Game Engine?
- hlsl flowcontrol & texture lookups
- Make3D - Convert your image into 3d model
- xenopus RTRT
- Software Rendering Will Return!
- Is DirectX 10 the last DirectX graphics API that is truly relevant to developers?
- 3D engines written for the HTML <canva> element
- I am searching for some info about geometry
- Carmack talks about id Tech 6, Ray Tracing, Consoles, Physics etc.
- Multi-Threading Links and Papers
- The future of GPU micro-architecture
- Is Crysis Shader Model 2.0 based?
- Parser for KML files (Google Earth File format)
- COLLADA file inside of KMZ (Google Earth archieve)?
- TOSMI Trainings
- Alex St. John: <paraphrase> only DX7 was good</paraphrase>
- Ageia, CUDA and 8800xx?
- Voxel rendering (formerly Death of the GPU as we Know It?)
- Custom resolve demo
- Layered Variance Shadow Maps
- 3 vs 4 components vectors
- first 3dMark Vantage score & images
- DX11 with ray-tracing?
- Exponential shadow maps, useful?
- SwiftShader 2.0: A DX9 Software Rasterizer that runs Crysis
- Article: Practical Fluid Mechanics For Game Developers
- Simulating optical detectors
- when will GPUs run their own driver?
- GPU Texture Compression demo
- Problem with Variance Shadow Map and directional light
- Z fighting tricks
- Possible D3D10.1 antialiasing idea... (feel free to shoot me down here)
- Offseting fragments when outputted?
- Larrabee's Rasterisation Focus Confirmed
- Why isn't R2VB discussed and used more?
- back to integer
- Visualizing magnetic fields
- Multi-GPU performance issue