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  1. Whats the point?
  2. Performance issues re: multiple vertex streams
  3. Fundamental 3D Microarchitecture
  4. Point Ray-Casting for Characters
  5. Indices of Refraction
  6. Skinning on DX9 vs CineFX:
  7. Questions about ray casting
  8. Pixel shader incompatibility ?
  9. Anybody read ATI's Siggraph papers?
  10. Non-polygonal technology
  11. cross-platform rendering
  12. Interesting paper on the technology of ID.
  13. Spatial datastructures and subdivision strategies
  14. Applied Procedural Geometry
  15. Sorting priorities
  16. Question on shaders.
  17. GLUT
  18. Which data structure is right for the job?
  19. R300 vertex shader
  20. OpenGL equivalent of DX point sprites?
  21. Track construction in a sci-fi racing game
  22. Shadow Volumes via Vertex Shader
  23. Putting color in destination alpha (idea by pcchen)
  24. Newbie Vertex Shaders and Fog Question
  25. Emboss bm, Ray tracing and Wolfenstein3D
  26. Some questions related to Bump Mapping in OpenGL
  27. Colored fog blending in a separate pass
  28. SDL?
  29. THURP
  30. help with Cg and Direct X ( D3D )
  31. BSP build and shared vertices
  32. Hiding mouse cursor in Linux?
  33. Rotation matrix or complex translation formula
  34. Power SGL
  35. How does "KIL" and StencilOp interact?
  36. Cool tool for compellent lighting effect!
  37. Pixel Shader Optimization Challenge
  38. DirectX 9 Pixel Shader Assembler Source Code
  39. Proposal for Beyond3D - R200/R300 DX8/9 Caps needed
  40. Bezier Patches - cool, or useless?
  41. OpenGL or DirectX 9 coding?
  42. Specular calculation according to Carmack's .plan.
  43. Some tips needed!
  44. Skeletal Animation
  45. Dragon Empires graphics engine
  46. How does maya / 3ds max interact with OpenGL/D3D?
  47. C++ >> assembly compiler please
  48. General Question: Z-Buffer Cannot Be Read Under DirectX 8.1?
  49. optimized by post-T&L vertex cache
  50. Radeon 9700 doesn't support Shadow Buffer algorithm?
  51. NV_vertex_shader versus ARB_vertex_program on NVIDIA cards
  52. Floating-point buffers, Linux
  53. nv30 vs. R300 (and future) shading + architecture questions
  54. Not sure if I will have my ass kick for this but...
  55. lightmap generation for non UV mapped Quad mesh.
  56. Help wanted for MSAA and PS 1.1 algo (artifacts)
  57. Early Z / TBDR and shader ops like texm3x2depth or texdepth
  58. Does NV25 support signed stencil buffer?
  59. Tilers and DX10, any inherent difficulty?
  60. Old tech question... (not 3D Accelerated)
  61. Good books to learn Graphics Programming
  62. GCD Presentation
  63. looking for openGL bezier patch resources/tutorials
  64. About capturing frame buffer data to file when rendering
  65. 512 bit precision under Visual C++ 6?
  66. OpenGL meeting notes
  67. Maya 5 is getting hardware rendering support
  68. ATi, Cg and swizzling
  69. Test a DX8.1 1.1 Vertex Shader?
  70. Quaternions
  71. 10 bit per component on R9700 again
  72. Pixel shader instructions per clock
  73. Flexible vertex formats
  74. Getting back into it....
  75. longs or integers (dwords, words)
  76. Pixel shader benchmarks
  77. Why Tests are after Pixel Shader ?
  78. Developers will do special codepaths for FX cards?
  79. tile based line of sight algorithim
  80. Why havent we heard from microsoft?
  81. Has anyone done a benchmark on 3d Gaming engines lately?
  82. Rage Fury MAXX query
  83. How are pixel shaders executed?
  84. Most prevalent data structure?
  85. Doom 3 - NVidia colour precision - ARB2 vs NV30
  86. Perspective divide and viewport transform
  87. help getting started.
  88. High precision blending on 128-bit color card
  89. openGL error
  90. Porting to DX9 Issues
  91. pixel shader usage
  92. texture loading source needed
  93. Pixel Shader precision and range
  94. OpenGL meetings notes 2003-06-10
  95. Looking for DirectX 9 DDK
  96. pbuffers and glTexSubImage2d
  97. Sweet! OpenGL 1.5 extensions are out! :)
  98. PS2.0 and instruction co-issue
  99. A Different AA Test program
  100. Occlusion Culling on newer hardware
  101. Full-scene antialiasing under D3D7
  102. Soft shadows using stencil volumes
  103. compiling directx effect files
  104. C++ and Object Orientated approaches
  105. * Pixel Shaders 1.0 -> 2.0 - what determines which to use
  106. Program that can edit pixels with alpha
  107. Why floating point for coordinates?
  108. X necessary to use GL under linux?
  109. Fast texture loading?
  110. Did anyone try the CG Browser on their ATI Radeon 9X00?
  111. RenderMonkey v1.0 Build 39
  112. Vertex Shader Emulator and SSE
  113. Programming simple (3D-) graphics engine
  114. OpenGL vs Direct X 9
  115. OpenGL + GLUT: simple shaded cube in Delphi with fps display
  116. HLSL Tutorials..
  117. Why don't benchmarks capture and compare some random frames?
  118. Need some help with GL_EXTENSIONS
  119. Doppler Red shift With RGB
  120. Per Pixel Lighting
  121. In need of a 3D coder...
  122. How to force reference Rasterizer and change DX caps?
  123. Optimal Vertex Cache Size
  124. Z-issue - question
  125. AA bugs on HL2 and comparing that to MIP MAPING and HL2
  126. A proper benchmark
  127. I've finally made somewhat of a shader (a very basic one)
  128. Illumination "sticking" to the object?
  129. Please help! C programming char arrays
  130. NV30, FP32, and long shaders
  131. Global variables such as view_position, light0, etc..
  132. Shadowmapping problem
  133. Any news of the shader competition results?
  134. Occlusion culling speed with modern hw ?
  135. 3d modelling question
  136. Guru3d - Directx 9.1 will boost NV3x PS2.0 by 60%???
  137. perturbed UV bump mapping with Cg
  138. Hit a brick wall with HLSL..
  139. How to convert VRML file to .x format
  140. Ati's Ashli viewer/compiler
  141. about NV/Ati optimisations
  142. Open GL help with texturing
  143. Real world example where 24-bits isn't enough for graphics.
  144. My Stencil Shadow Sample and related problems
  145. Creating a camera for a raytracer...
  146. Getting Started Writing 3D Programs
  147. Managed DirectX
  148. Alphablend errors on R300 (at least)
  149. Anyone know does Aquamark 3 run faster on WinXP than Win2000
  150. Nvidia cards with Dets will not render opengl NURB
  151. seeking details on perturbed normals mapping
  152. ATi & nVidia: Differences in Anti-Aliasing?
  153. ps/vs 2.0 a subset of ps/vs 3.0 and future?
  154. How Gamma correction works?
  155. 2 extensions that Ati "support" at least in docume
  156. Real-time soft shadows project with OpenGL source
  157. Anyone experienced with Texture management & priorities
  158. Introduction to 3D Graphics Card Architecture
  159. Large terrains - how?
  160. 3D texture of float values in a vertex shader...
  161. Is there a Quaternion master ?
  162. What's the DX8 function(s) for NVIDIA compatible screenshots
  163. What's up everyone, quick question?
  164. Cubic interpolation and perlin noise
  165. A not bad realtime GI approximation.
  166. Sqrt() (Not actually a 3D question)
  167. DX8 SDK and DX9 Runtime? *Solved*
  168. What if?
  169. What's a texture lookup?
  170. Question about predicates
  171. Whoa! You guys should try using managed DirectX in C#
  172. ASHLI viewer doesn't support swizzles???
  173. 3D model format. [Resolved]
  174. Nvidia FX Composer 1.0
  175. wglShareLists - how to share resources between ogl contexts
  176. opengl and rendering to depth buffer from texture
  177. Driver Heaven Smart Shader Comp Results are in.
  178. Line Rasterization and Antialiasing (Not Necessarily 3D)
  179. bsp viewer
  180. texture shaders
  181. NVSDK 7.0 released
  182. New ARB OpenGL Extension: ARB_fragment_program_shadow
  183. Oct Trees
  184. Does/will any s/w demonstrate Shader model 3.0 abilities?
  185. Next unreal game to use a new physics engine
  186. Portability Between DirectX and OpenGL and Vice Versa
  187. T41p and gaming development
  188. C\C++ Editor like JCreator
  189. How do they do this ?
  190. skinning mesh management
  191. alpha test broken on ati catalist 3.8 + ?
  192. z-clear performance
  193. Can GL_POLYGON be fast and efficient?
  194. Microsoft's Latest Compiler for Free!
  195. a cubemaps question
  196. Using GPUs as number crunchers?
  197. AI improvements?
  198. Anyone know when the new render monkey will be out.
  199. Does kyro 2 support D3DPMISCCAPS_TSSARGTEMP ?
  200. How long before a X800 wrapper (Ruby demo) appears?
  201. 3D embedded inside of a web page on WinNT using OCX
  202. Perfect Skin
  203. Anyone made a wrapper for Nanu and the Nvidia demos?
  204. Advanced Graphics Algorithms @ DevMaster.net
  205. SH Lighting,PRT and Key Frame Motion
  206. ImagineCup rendering contest
  207. How to make HLSL generate a LRP instruction
  208. Question on texture Filtering
  209. My little app to show off effectiveness of mipmap filtering.
  210. Unreal Engine 3's Shadowing Tech
  211. conversion between polar cordinate and normal 3D cordinate?
  212. 3D Terrain generator
  213. Uber buffers
  214. Nvidia's latest Programming Guide - Including NV40/6800
  215. How can you assign a material on a pex pixel basis.
  216. Probs. with ATI Rendermonkey ...
  217. Quake 3: Raytraced.
  218. Eye-space clipping and affine texture mapping
  219. Color rounding?
  220. util to examine exe for required DDraw, D3D caps?
  221. Source Engine Overview
  222. Microsoft Express Beta IDE for Free!
  223. Faking dynamic branching - technical discussion
  224. C++ vs C#
  225. Text editor for algorithms
  226. Recovering D3D after task switch.
  227. ATI's forms of anti aliasing?
  228. OpenGL book recommendation
  229. F-buffer on ATI - How to use it?
  230. 6800 demo's now avaliable
  231. Pixel Shaders: float & integer colors
  232. hello first post- igp combo
  233. aligning pixels to texels
  234. Torque Game Engine (of Tribes 2) and Torque Shader Engine
  235. collision detection
  236. Alpha blending doesn't work with pbuffer, why?
  237. How to emulate user defined clip plane?
  238. Collecting informations on film industry
  239. Extreme performance loss going from int to fp pbuffer
  240. FFT on gpu problem (56k alert)
  241. POP QUIZ: Find the bug in the following code... (semi-OT)
  242. Next cg release?
  243. Triangles vs quadrangles in games/DOOM3
  244. HLSL compiler (in Dx9.0c) can't generate dynamic branch op ?
  245. Cameras in FPSs: how do they work
  246. Advanced Rasterization
  247. OpenGL Red Book
  248. I want to learn to code game physics engines. Any advice?
  249. Just a few questions about programming....
  250. OpenGL 2.0