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  1. 2-bit texture compression
  2. what is the common practice to filter and generate mip chain for normal maps?
  3. Alpha to coverage
  4. GPU computing power for portfolio management.
  5. Need Help!! How do i animate like this ini Maya?? (animate cloth and hair)
  6. Could someone answer some Computer Software Engineering Interview questions?
  7. MSAA was occurred in which stage of render pipeline?
  8. Redesigning the Rendering Pipeline from Scratch
  9. In great need of HELP!!!
  10. Fast A-Buffer Algorithm Demo Using OpenGL 4.0
  11. smooth particles + half-size render target
  12. Detail Preservation vs Silhouette Textures
  13. question of water based on fast fourier transform
  14. Lighting model used in games
  15. CG compiler optimizer and commutative addition
  16. OpenGL context creation time on Win32
  17. OpenGL rasterization rules (does it use top-left rule?)
  18. premultiplied alpha + HDR/tone map
  19. Does Anti Aliasing still make sense if you have Ultra High DPI?
  20. Lagoa Multiphysics 1.0 - Teaser
  21. is there a function similar to getWeights2D for PC's hlsl?
  22. Three new DirectX 11 demos
  23. Beyond Programmable Shading SIGGRAPH 2010 slides posted
  24. a question about diffuse inter-reflection
  25. Questions about Unreal Engine 3 and AA implementations
  26. About over-shade
  27. Can 18 x 18 Multiplier blocks be used as texture mapping units in a FPGA?
  28. Image Processing on The GPU Forum
  29. Rendering pool balls in Hustle Kings
  30. The possible future of 3d engines !
  31. TessMark -- New OpenGL 4 tessellation benchmark
  32. Hustle Kings Lighting
  33. Dolby 3d format (Infitec) rendering performance?
  34. Customize mipmap generation with integer texture
  35. HDR tonemapping with histogram computation
  36. V-RAY RT GPU (OpenCL) only support nVidia cards...
  37. Analytic ball shadows in Hustle Kings
  38. Parallel SPlit Variance Shadow Map projection problem
  39. Mipmap black "halo" problem
  40. Garbage collectors suck for games
  41. Sweeney and Richards on the future of 3D
  42. (multipass) problem combining spotlight texture and planar shadows
  43. Volume Roads demo
  44. What makes CGI effects in movies so fake in daylight?
  45. can cpu read gpu rendered data on dx9?
  46. Trees in Red Dead Redemption?
  47. Driver-applied MLAA on D3D9 games like GTA 4?
  48. testing spot light's cone with objects AABB
  49. The recently popular gpu based, ray tracing-free method to global illumination
  50. anyone has compared deferred/forward lighting for one light on unify shader gpu?
  51. WDDM 2.0 / 2.1
  52. More on Morphological Anti-Aliasing
  53. integral of clamped cosine over hemisphere
  54. gamma correction
  55. The HK-2207 (Radeon™ HD 6900 Series Graphics Real-Time Demo)
  56. L.A. Noire tech
  57. From AABB to bounding sphere
  58. SNB launch, SNB graphics samples, other Intel graphics samples
  59. ID Tech 4 Coding puzzle
  60. Nvidia: Subpixel Reconstruction Antialiasing
  61. D3DPTFILTERCAPS_MAGFANISOTROPIC, how to query from code?
  62. Papers on SSAO
  63. High Quality Elliptical Texture Filtering on GPU
  64. 1K demo
  65. a problem about spherical light source
  66. problem on drawprimitive cpu time
  67. GroundWiz RTS Demo and Benchmark
  68. [GDC 2011] Unreal Technology Demo
  69. GPAA demo (Geometric Post-processing Anti-Aliasing)
  70. Stencil Shadow Volume winding determination
  71. what do we really know about rage's lighting and shadowing?
  72. Compute Shader based particle 4k demo
  73. Atomontage Engine - The Future Is Volumetric, Atom-Based
  74. Lighting on Portal 2.
  75. Multibody physics on a terrain
  76. 256kb interplanetary multiplayer (wip)
  77. FULL-HD GPU raytracing demo<dx9>
  78. New algorithm promises to make retro-pixel games smooth again?
  79. Lighting in Dead Space 2
  80. Projection of normals into a cube
  81. Geometry Buffer Anti-Aliasing demo
  82. Tangent space baking
  83. Voxel cone tracing (interactive indirect lighting)
  84. Gradient shadow mapping
  85. Need advice for 3D BSP based graphics engine
  86. Deferred shading and planar reflections
  87. Using VBOs with multiple textures and meshes
  88. Extracting multiple lights from Spherical Harmonics
  89. SIGGRAPH 2011
  90. Stereoscopic 3D using Reprojection
  91. crytek's environment probe
  92. Yet another AA technique - SDAA
  93. 3D tv with sensor
  94. Has television CGI caught up with Jurassic Park?
  95. OpenGL ES on iPhone
  96. environment map in physically based lighting
  97. filmic tonemapping problem
  98. Lucid HyperFormance
  99. about geometry&fresnel factor in physically based shading
  100. TOSMI 2011 - A training course for Blender
  101. environment map reflection problem
  102. terrain rendering: adding roads
  103. use depth buffer and backbuffer as a texture
  104. examples of handpainted textures converted to normal maps?
  105. Virtual texturing
  106. Masaki Kawase's camera post-processing shader
  107. How much time do games spend in the rasterizer?
  108. OpenGL texture blit via framebuffer not copying alpha
  109. On tone mapping and saturation
  110. Yes, but how many FPS do we actually see? The Nth iteration of an always fresh debate
  111. Doom 3 Source has been released!
  112. Texture Defined Specular Reflection in Unreal
  113. 3D technologies and future support
  114. nVidia (almost) opens CUDA
  115. MultiGPU-antialiasing
  116. Experiments with local object indirect lighting
  117. If Rage had 4x the texel density
  118. Any details on AMD Leo demo?
  119. Tahiti impressive double performance
  120. Separable SSS
  121. Screen Space Bent Cones
  122. Future of graphics technology = synthetic brains? *spawn
  123. Multi GPU alternatives: Alternate Pixel Rendering?
  124. Lucid DynamiX
  125. D3D problem needs help--
  126. AMD GDC papers - Leo demo
  127. Future application of fractal maths in computer...imaging (I think) *spawn
  128. Radial/Equirectangular environment mapping
  129. Forward+
  130. strategy for automatic shader compilation caching (with change detection support)
  131. Advice on mirror reflection on iPad?
  132. Need some help
  133. Partitioning a grid of cubes efficiently
  134. Unreal Engine 4
  135. DICE's Frostbite engine goes 64-bit only
  136. SIGGRAPH 2012
  137. How to implement bilinear filtering on DX11 hardware?
  138. Will we ever see GI solutions for DX9/10 hardware?
  139. Awesome graphics papers thread
  140. Oblique Near-Plane Clipping & reversed depth buffer
  141. Passion Leads Army UE3 Benchmark (DX9, DX11)
  142. Source Engine Mods
  143. Digital Sculpting Algorithms
  144. Phone-wire AA demo
  145. Unreal Engine 3 shadows.. lol?
  146. Your wishlist for DX12
  147. DX11 Real Time Raytracing.
  148. Evsm artifacts - light bleeding after shadow's preblur
  149. Nvidia's "A new Dawn" DX11 demo released
  150. OpenGL 4.3 (with compute shaders!)
  151. Nvidia's TXAA for Kepler
  152. Assembly 2012: Advanced Visual Effects with DirectX 11
  153. Why is Dynamic Shader Linkage limited to DX11 class hardware?
  154. turn 3dmodel into equivalent triangles
  155. Film Stock Look-Up Tables
  156. Barrel distortion in pixel shader
  157. Depth of Field shader problem
  158. VIEWCONFERENCE 2012 - Turin, Italy
  159. Unlimited Detail, octree traversals
  160. High-order realtime image filtering
  161. Software/CPU-based 3D Rendering
  162. GPGPU hardware project
  163. How to build a 3D engine
  164. Solid + Good vertex cache optimization implementation
  165. Sui Generis (kick starter)
  166. What I want from next generation GPU & API
  167. The quest for fluidity in 3D - 60Hz+ through image processing?
  168. Global Illumination in OpenGL 4.3
  169. The order in which the triangles get rasterized
  170. Most realistic water rendering in game engines
  171. Long analysis of Doom III's source code on Kotaku
  172. Too much AA?
  173. calculating shadercombinations
  174. Ideal 3D Audio and Video, 3 channels
  175. Phong and blinn and gouroud and it is a little confusing
  176. adaptive tessellation mesh swimming
  177. do you do code review at work?
  178. TressFX: A new frontier of Realism in PC gaming
  179. Number of shadow casting lights
  180. Spatio-Temporal upsampling and/vs object space texture shading - amateur's view..
  181. Havocs reveal new physic Engine
  182. dgVoodoo 2.13: Glide to Direct3D11 Wrapper
  183. NVIDIA CG DEMO @ gtc2013
  184. Any million+ particle demos with source?
  185. New ue4 demo "Infiltrator"
  186. veins 3d
  187. Old games intros
  188. Why deltas fluctuate and how to fix them
  189. Water! PhysX Position Based Dynamics
  190. Getting proper normals on a grid mesh with vertex offsets?
  191. Texture Compression and Quality Metrics (OpenGL4.3 thread spinoff)
  192. transforming partial derivatives: correct ?
  193. Streamlined 3D API for current/upcoming GPU