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