Recent content by ultrafly

  1. U

    Radiosity in GPU

    try this: http://twinli.533.net/GPU_Radiosity.rar
  2. U

    Radiosity in GPU

    I have a question ablout use shadowmap to implement visible function.How to choose a appropriate size for shadowmap?
  3. U

    Radiosity in GPU

    I want to use shadowmap to do visible determinate,the other patchs with the shoot patch. It is the same as your mention.:-)
  4. U

    Radiosity in GPU

    This Demo is compute radiosity in GPU.version 0.0015 The algorithms is: Use three 32bit fp texture store the patchs's attribute. Texture1: B,DeltaB,patch id,DeltaB*area Texture2: pos,area Texture3: normal,ref first,init the three textures. while (need iterative loop) {...
  5. U

    SH Lighting,PRT and Key Frame Motion

    Is that you made reference Local PRT? I don't understand the means of the convolution coefficients in Loacl PRT.
  6. U

    SH Lighting,PRT and Key Frame Motion

    I have a idea about use SH Lighting and PRT in Key Frame Motion.Compute the PRT of the vertex per-key frame,then blend dot(SH Lighting,the PRT of the first key frame) and dot(SH Lighting,the PRT of the second key frame). But used this method,the disadvantage is more storage requirements.
  7. U

    GLSlang Overview

    In XBOX,use XGSetVertexBufferHeader to set Texture as Vertex Buffer. Use this method,you can render to vertex buffer(use the same data with the texture).
  8. U

    What is the Z-Cache?

    Your means that the R9700 disable the z-optimizations (early z reject, hierarchical z) when doing depth-fail rendering?
  9. U

    What is the Z-Cache?

    cache or mem?
  10. U

    What is the Z-Cache?

    The z-cache only store the z info. The effect of the z-cache should be only in z-clear and z-test. Why improved Z-Cache can optimize stencil-buffer operation?
  11. U

    What is the Z-Cache?

    How many bytes in the Z-Cache?
  12. U

    What is the Z-Cache?

    http://www.tomshardware.com/graphic/20030306/radeon9800pro-03.html "The optimizations in HyperZ III+ mostly affect the improved Z-Cache, which is now more flexible and was optimized for stencil-buffer data. " What is the Z-Cache? Thanks.
  13. U

    Help wanted for MSAA and PS 1.1 algo (artifacts)

    "This means you "merge" a multisample surface (depth/stencil) with a non multisample surface (texture) " Why did you merge the depth/stencil buffer with the render target ? I think the object of the "merge" should been the first render target and the second render target.
  14. U

    Help wanted for MSAA and PS 1.1 algo (artifacts)

    Your means is render the thermal object uses 2 sequential dependant textures fetches ?
  15. U

    Help wanted for MSAA and PS 1.1 algo (artifacts)

    I have a mistake. :cry: :cry: :cry: It is a night vision,not a infrared thermal.
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