Recent content by Priyadarshi

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    3dfx Oral History Panel with Ross Smith, Scott Sellers, Gary Tarolli, and Gordon Camp

    Interesting video. Thanks! Since they only mentioned glide I wonder whether voodoo supported OpenGL or DirectX at that time.
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    A question from ignorance about Voxels and DX12/Manlte.

    Most of the medical dataset I have seen are just 16-bit floats. The color is assigned based on intensity from a lookup table. But really its just a data structure so you could use anything depending on your needs. Although having more values would put pressure on bandwidth while rendering.
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    A question from ignorance about Voxels and DX12/Manlte.

    Voxel is just a data structure having a representation of a 3D scene. Drawing the voxels is same as drawing the scene. Point sprites and Raycasting are two different approaches to render voxels although ray-casting will give you much better results. Voxels generally don't have color values...
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    AMD Mantle API [updating]

    Oh really? Which game you have in mind? Even if they are dynamic, you only need to re-set the world-matrix which should be a map/unmap on its constant buffer. You don't need to set the input, index-buffer, vertex-buffers and textures again. That sill saves me from 80% of the CPU work involved...
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    AMD Mantle API [updating]

    Interesting! Not much technical info wrt DX12 though but can those 'bundles' be per game object? If I have 100 objects in my current fov and the next frame discards 10 but also adds 10 more for example, will I be able to save the cost of resubmitting work for 90 unchanged objects into the...
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    Assassins Creed Unity [PS4, XO]

    Looks impressive! Physically based lighting is the solution for all your next-gen needs. That indoor scene in the beginning looks Ryse quality.
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    Haswell vs Kaveri

    But doesn't that make the review a bit meaningless since the reviewer can cherry pick the areas to show a greater performance difference between two GPUs. The only way to settle this is making a more comprehensive review using different maps.
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    Unreal Engine 4

    Techreport says that DX12 will add conservative rasterization as a new hardware feature. This can allow building a voxel-octree faster than using current method of geometry shaders. Anyone remembers SVOGI by UE4 in the Elemental demo? ;)
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    Unreal Engine 4

    If you have enough money to pay these 50 devs then 1000$ pm is minuscule. If they all are working independently they can pay 20$ from their own pocket, not a big deal again.
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    AMD Mantle API [updating]

    DX12 would probably be only supported on 8.1 or later. With Mantle MSFT cannot force you to buy a new OS to use new graphics features. I think he wanted to say that Mantle is going to be dead after DX12 is released.
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    AMD Mantle API [updating]

    Looking at the Mantle.dll I see a generic OpenCL like graphics API and nothing Nvidia/Intel can't support. Have a look at its functions : http://pastie.org/8956471.
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    AMD Mantle API [updating]

    Some code snippets would be nice unless if you aren't allowed to talk about it yet.
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    NVIDIA Maxwell Speculation Thread

    SVOGI requires huge VRAM but PRT is there to rescue. 8GB makes sense for shared memory architectures like the PS4 but just for VRAM? Overkill for current generation!
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    Recommend: Learning Modern 3D Graphics Programming (OpenGL, Jason L. McKesson)

    Siggraph13 OpenGL course is pretty good and has a lengthy 3-hour video too.
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    DX11 / AVX2 volume rendering

    That transfer function is awesome! Are you using the Lattice-Boltzmann method for fluid simulation? And ray-casting I suppose?
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