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NVIDIA GameWorks™ OpenGL Samples
https://developer.nvidia.com/gameworks-opengl-samples
New samples in 2.0:
NEW:Blended AA
- Blended Antialiasing Sample
- Cascaded Shadow Mapping Sample
- Conservative Rasterization Sample
- Normal-Blended Decal Sample
- Weighted, Blended, Order-independent Transparency Sample
This sample implements a two-pass additive blending anti-aliasing technique using Target-Independent Rasterization (TIR), which should give comparable results to MSAA with a reduced memory footprint.
- Category: Performance, Visuals
Docs
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NEW:Cascaded Shadow Mapping
This sample implements the cascaded shadow mapping technique using Viewport Multicast and Fast Geometry Shader.
- Category: Performance, Visuals
Docs
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NEW:Conservative Rasterization
This sample demonstrates the pixel-level effect of enabling the conservative rasterization feature supported in OpenGL. It allows applications to shade every pixel whose area is touched by a fragment, rather than only those touching specific samples.
- Category: Visuals
Docs
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NEW:Normal-blended Decal
The Normal Blended Decal Sample demonstrates how to use the OpenGL PSI(Pixel Shader Interlock) feature to blend normals when drawing screen-space decals. This sample compares the performance of PSI with glMemoryBarrier.
- Category: Performance, Visuals
Docs
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NEW:Weighted, Blended Order-independent Transparency
Weighted Blended OIT Sample demonstrates how plausible OIT (Order Independent Transparency) can be rendered in a single geometry pass without any depth sorting, as described in [McGuire and Bavoil 2013]. The idea is to use additive blending to compute a weighted average of the translucent colors with a weighting function that falls off as the linear depth increases. This sample compares the quality and performance of Weighted Blended OIT with Depth Peeling.
- Category: Performance, Visuals
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Docs
https://developer.nvidia.com/gameworks-opengl-samples