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		<title><![CDATA[Beyond3D Forum - 3D Technology & Algorithms]]></title>
		<link>http://forum.beyond3d.com/</link>
		<description>For technical discussion of 3D Technology and Algorithms, including the evolution of GPU architectures, rendering techniques and effects, and much more. Highly technical and potentially abstract.</description>
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		<lastBuildDate>Thu, 02 Sep 2010 23:32:00 GMT</lastBuildDate>
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			<title><![CDATA[Beyond3D Forum - 3D Technology & Algorithms]]></title>
			<link>http://forum.beyond3d.com/</link>
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		<item>
			<title>Customize mipmap generation with integer texture</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58496&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 03:16:21 GMT</pubDate>
			<description>Hello everyone, 
 
I am having problem with customizing mipmap generation with integer format texture.  
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA32UI_EXT, 512, 512, 0, GL_RGBA_INTEGER_EXT, GL_UNSIGNED_INT, NULL); 
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
glTexParameteri(...</description>
			<content:encoded><![CDATA[<div>Hello everyone,<br />
<br />
I am having problem with customizing mipmap generation with integer format texture. <br />
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA32UI_EXT, 512, 512, 0, GL_RGBA_INTEGER_EXT, GL_UNSIGNED_INT, NULL);<br />
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);<br />
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );<br />
<br />
<br />
I can customize mipmap generation with floating-point texture.<br />
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);<br />
<br />
Here is the sample code from EXT_framebuffer_object document (Example #5)<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left"><br />
glBindTexture(GL_TEXTURE_2D, 0);<br />
<br />
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);<br />
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,&nbsp; GL_TEXTURE_2D, color_tex, 0);<br />
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);<br />
<br />
&lt;1. draw to the base level of the color texture&gt;<br />
<br />
// custom-generate successive mipmap levels<br />
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);<br />
glBindTexture(GL_TEXTURE_2D, color_tex);<br />
foreach (level &gt; 0, in order of increasing values of level) <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, color_tex, level);<br />
&nbsp; &nbsp; &nbsp; &nbsp; glTexParameteri(TEXTURE_2D, TEXTURE_BASE_LEVEL, level-1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; glTexParameteri(TEXTURE_2D, TEXTURE_MAX_LEVEL, level-1);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &lt;2. draw to level&gt;<br />
}<br />
glTexParameteri(TEXTURE_2D, TEXTURE_BASE_LEVEL, 0);<br />
glTexParameteri(TEXTURE_2D, TEXTURE_MAX_LEVEL, max);<br />
<br />
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);<br />
<br />
&lt;3. draw to the window, reading from the color texture&gt;</code><hr />
</div>The base level, step 1,  is always rendered correctly. Instead of step 2, glGenerateMipmapEXT() is used. <br />
Then at step 3 the whole texture levels can be viewed. It works but the content of each level is the same. <br />
It seems that glGenerateMipmapEXT does nothing except copying data from base level to the others in case of integer format texture.<br />
If I enable step 2 to manually draw each level then the texture becomes blank even the base level.<br />
<br />
<br />
Does anybody know this problem?<br />
<br />
Any help is highly appreciated,<br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>Kien.T.N</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58496</guid>
		</item>
		<item>
			<title>Dolby 3d format (Infitec) rendering performance?</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58485&amp;goto=newpost</link>
			<pubDate>Mon, 30 Aug 2010 17:39:01 GMT</pubDate>
			<description>Does the Dolby 3d format have any sort of advantage/disadvantage when it comes to rendering stereoscopic graphics?</description>
			<content:encoded><![CDATA[<div>Does the Dolby 3d format have any sort of advantage/disadvantage when it comes to rendering stereoscopic graphics?</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>Brimstone</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58485</guid>
		</item>
		<item>
			<title>Hustle Kings Lighting</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58453&amp;goto=newpost</link>
			<pubDate>Fri, 27 Aug 2010 08:25:23 GMT</pubDate>
			<description>Just posted another article about the rendering tech in Hustle Kings, this time explaining how we do the lighting. For those that are interested, the link is here... 
 
http://www.voofoostudios.com/?p=156 
 
Cheers, 
Mark</description>
			<content:encoded><![CDATA[<div>Just posted another article about the rendering tech in Hustle Kings, this time explaining how we do the lighting. For those that are interested, the link is here...<br />
<br />
<a href="http://www.voofoostudios.com/?p=156" target="_blank">http://www.voofoostudios.com/?p=156</a><br />
<br />
Cheers,<br />
Mark</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>MarkVF</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58453</guid>
		</item>
		<item>
			<title>TessMark -- New OpenGL 4 tessellation benchmark</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58379&amp;goto=newpost</link>
			<pubDate>Thu, 19 Aug 2010 15:52:35 GMT</pubDate>
			<description>---Quote--- 
Now that DX11-class graphics cards, like Radeon HD 5000 series or GeForce GTX 400 series, are more and more popular, it was time to release a new benchmark for these modern cards. This new GPU tool, called TessMark, is small synthetic graphics benchmark focused on one of the killer...</description>
			<content:encoded><![CDATA[<div><div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
	<table cellpadding="10" cellspacing="0" border="0" width="100%">
	<tr>
		<td class="alt2">
			<hr />
			
				Now that DX11-class graphics cards, like Radeon HD 5000 series or GeForce GTX 400 series, are more and more popular, it was time to release a new benchmark for these modern cards. This new GPU tool, called TessMark, is small synthetic graphics benchmark focused on one of the killer features of Direct3D 11 and OpenGL 4 capable cards, I mean the GPU tessellation.
			
			<hr />
		</td>
	</tr>
	</table>
</div><b><a href="http://www.geeks3d.com/20100819/gpu-tool-tessmark-0-2-2-new-opengl-4-tessellation-benchmark/" target="_blank">More info and Download</a></b></div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>fellix</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58379</guid>
		</item>
		<item>
			<title>The possible future of 3d engines !</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58336&amp;goto=newpost</link>
			<pubDate>Mon, 16 Aug 2010 22:12:11 GMT</pubDate>
			<description>This looks like a breakthrough technology.  Check out the video at the bottom of the link, it speaks for itself. 
 
http://cgcad.thss.tsinghua.edu.cn/interactive-photon-tracing/</description>
			<content:encoded><![CDATA[<div>This looks like a breakthrough technology.  Check out the video at the bottom of the link, it speaks for itself.<br />
<br />
<a href="http://cgcad.thss.tsinghua.edu.cn/interactive-photon-tracing/" target="_blank">http://cgcad.thss.tsinghua.edu.cn/in...hoton-tracing/</a></div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>CNCAddict</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58336</guid>
		</item>
		<item>
			<title>Rendering pool balls in Hustle Kings</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58333&amp;goto=newpost</link>
			<pubDate>Mon, 16 Aug 2010 17:46:34 GMT</pubDate>
			<description><![CDATA[Hey, for anyone that's interested, I've recently posted an article providing a brief overview of how I render the shiny pool balls in Hustle Kings. Here's the link:- 
 
http://www.voofoostudios.com/?p=33 
 
Expect more postings about some of the Hustle Kings tech to follow shortly... 
 
Cheers,...]]></description>
			<content:encoded><![CDATA[<div>Hey, for anyone that's interested, I've recently posted an article providing a brief overview of how I render the shiny pool balls in Hustle Kings. Here's the link:-<br />
<br />
<a href="http://www.voofoostudios.com/?p=33" target="_blank">http://www.voofoostudios.com/?p=33</a><br />
<br />
Expect more postings about some of the Hustle Kings tech to follow shortly...<br />
<br />
Cheers,<br />
Mark</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>MarkVF</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58333</guid>
		</item>
		<item>
			<title>Image Processing on The GPU Forum</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58259&amp;goto=newpost</link>
			<pubDate>Mon, 09 Aug 2010 19:13:05 GMT</pubDate>
			<description>Hello. 
I would like to learn about Image Processing / Video Processing in the GPU. 
 
Is there a forum (Not on Beyond3D obviously) dedicated for implementing Image Processing algorithms on the GPU (Cg, CUDA, Open CL etc...). 
For example Bilateral Filter, Face Recognition, Skin Segmentation etc......</description>
			<content:encoded><![CDATA[<div>Hello.<br />
I would like to learn about Image Processing / Video Processing in the GPU.<br />
<br />
Is there a forum (Not on Beyond3D obviously) dedicated for implementing Image Processing algorithms on the GPU (Cg, CUDA, Open CL etc...).<br />
For example Bilateral Filter, Face Recognition, Skin Segmentation etc...<br />
<br />
Could you recommend me places to make the first steps?<br />
<br />
Thanks.</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>Drazick</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58259</guid>
		</item>
		<item>
			<title>Can 18 x 18 Multiplier blocks be used as texture mapping units in a FPGA?</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58257&amp;goto=newpost</link>
			<pubDate>Mon, 09 Aug 2010 16:34:39 GMT</pubDate>
			<description>Can you use multiplier blocks like the ones used in the Spartan-3E or IV to map textures to a 3d model?</description>
			<content:encoded><![CDATA[<div>Can you use multiplier blocks like the ones used in the Spartan-3E or IV to map textures to a 3d model?</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>Flux</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58257</guid>
		</item>
		<item>
			<title>About over-shade</title>
			<link>http://forum.beyond3d.com/showthread.php?t=58226&amp;goto=newpost</link>
			<pubDate>Wed, 04 Aug 2010 18:50:42 GMT</pubDate>
			<description>Hi, 
 
As I understand, with MSAA off, the fragment shader will shade 2x2 pixels quad at one time. So even a triangle only touches one pixel of the 2x2 pixel quad, the other 3 unused pixels will still be shaded, and those 3 useless pixels will be discarded in the ROP stage. And this is one of the...</description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
As I understand, with MSAA off, the fragment shader will shade 2x2 pixels quad at one time. So even a triangle only touches one pixel of the 2x2 pixel quad, the other 3 unused pixels will still be shaded, and those 3 useless pixels will be discarded in the ROP stage. And this is one of the reasons that pixel size triangle is bad for performance. <br />
<br />
But i couldn't find any official document to prove my thoughts. Am I wrong or do I miss anything?<br />
<br />
Thanks in advance! :)</div>

]]></content:encoded>
			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>zhugel_007</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=58226</guid>
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