Forum: 3D Technology & Algorithms
13-Jul-2008, 08:33
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Replies: 248
Views: 60,160
I completely agree with you on that, I don't...
I completely agree with you on that, I don't believe moving to whitted raytracing is going to have any significant benefit, visually or otherwise. My only argument is with people saying...
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Forum: 3D Technology & Algorithms
13-Jul-2008, 08:18
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Replies: 248
Views: 60,160
Planar reflections are easily done by...
Planar reflections are easily done by rasterization when it's limited to a small number of objects. But for any real world scenes, it's not really that limited. For example, if we take a simple cubic...
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Forum: 3D Hardware, Software & Output Devices
13-Jul-2008, 02:42
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Replies: 17
Views: 3,796
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Forum: Video Technology, Displays, & HTPC
13-Jul-2008, 02:39
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Replies: 6
Views: 2,519
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Forum: 3D Technology & Algorithms
13-Jul-2008, 01:49
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Replies: 248
Views: 60,160
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Forum: 3D Technology & Algorithms
13-Jul-2008, 01:38
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Replies: 248
Views: 60,160
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Forum: 3D Architectures & Chips
22-Jun-2008, 19:35
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Replies: 4,793
Views: 609,114
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Forum: 3D Programming & Tools
16-Dec-2007, 10:25
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Replies: 19
Views: 10,540
To get the correct world space position, the...
To get the correct world space position, the equation needs to be modified to the following:
wsPos = eyePos + (eyeRay - eyePos) * depth
(Of course, eyeRay - eyePos can be computed in the vertex...
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Forum: 3D Programming & Tools
16-Dec-2007, 10:12
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Replies: 19
Views: 10,540
I dont understand how this would work. I'm...
I dont understand how this would work. I'm assuming eyePos is the camera position in world space and eyeRay is the interpolated ray to the frustum corners in world space, right? Now as you move your...
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Forum: 3D Programming & Tools
14-Dec-2007, 10:40
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Replies: 9
Views: 5,226
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Forum: 3D Programming & Tools
13-Dec-2007, 11:12
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Replies: 9
Views: 5,226
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Forum: 3D Programming & Tools
13-Dec-2007, 11:10
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Replies: 9
Views: 5,226
Solved! :grin: I just had to scale and bias the...
Solved! :grin: I just had to scale and bias the normal into the 0-1 range :smile: Worse perfect now! Strange that even a floating point format like R11G11B10F cant store negative values accurately...
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Forum: 3D Programming & Tools
13-Dec-2007, 07:07
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Replies: 9
Views: 5,226
Problems with Deferred Shading
Hi folks, I've been messing around with Deferred Shading (I'm using D3D10), and everything pretty much works till the G-Buffer filling pass and reconstruction. The reconstructed world space position...
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