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Showing results 1 to 13 of 13
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Search: Posts Made By: Wysicon
Forum: 3D Technology & Algorithms 13-Jul-2008, 08:33
Replies: 248
Views: 64,742
Posted By Wysicon
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...
Forum: 3D Technology & Algorithms 13-Jul-2008, 08:18
Replies: 248
Views: 64,742
Posted By Wysicon
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...
Forum: 3D Hardware, Software & Output Devices 13-Jul-2008, 02:42
Replies: 17
Views: 3,994
Posted By Wysicon
What's more impressive is that the 48x0 cards are...

What's more impressive is that the 48x0 cards are more than twice as fast as the 3870, not to mention the 9800 GTX and the 9800 GX2!
Forum: Video Technology, Displays, & HTPC 13-Jul-2008, 02:39
Replies: 6
Views: 2,815
Posted By Wysicon
It could be a problem with your graphics card,...

It could be a problem with your graphics card, since you say swapping in another monitor didn't make any difference. Do you have another card lying around that you can test?
Forum: 3D Technology & Algorithms 13-Jul-2008, 01:49
Replies: 248
Views: 64,742
Posted By Wysicon
To be more clear, I'm not referring to "specular"...

To be more clear, I'm not referring to "specular" highlights. I'm talking about actual reflections with Fresnel behavior.
Forum: 3D Technology & Algorithms 13-Jul-2008, 01:38
Replies: 248
Views: 64,742
Posted By Wysicon
I dunno what drew me to this old thread, but here...

I dunno what drew me to this old thread, but here goes... :smile:

Well, most people who dismiss raytracing do so saying that games dont have a million shiny spheres so the advantage that...
Forum: 3D Architectures & Chips 22-Jun-2008, 19:35
Replies: 4,793
Views: 651,768
Posted By Wysicon
Wasn't there a rumor that the SP count is...

Wasn't there a rumor that the SP count is 830-840? Just a theory, not even sure, but maybe they've dedicated those extra SPs for AA?
Forum: 3D Programming & Tools 16-Dec-2007, 10:25
Replies: 19
Views: 13,146
Posted By Wysicon
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...
Forum: 3D Programming & Tools 16-Dec-2007, 10:12
Replies: 19
Views: 13,146
Posted By Wysicon
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...
Forum: 3D Programming & Tools 14-Dec-2007, 10:40
Replies: 9
Views: 5,893
Posted By Wysicon
Oh! I didnt know that! Thanks Humus :) I'm now...

Oh! I didnt know that! Thanks Humus :) I'm now back to using R16G16F :)
Forum: 3D Programming & Tools 13-Dec-2007, 11:12
Replies: 9
Views: 5,893
Posted By Wysicon
Oops typo, I meant works perfectly!

Oops typo, I meant works perfectly!
Forum: 3D Programming & Tools 13-Dec-2007, 11:10
Replies: 9
Views: 5,893
Posted By Wysicon
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...
Forum: 3D Programming & Tools 13-Dec-2007, 07:07
Replies: 9
Views: 5,893
Posted By Wysicon
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...
Showing results 1 to 13 of 13

 
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