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Deep deferred shading demo
Monday, November 26, 2007 | Permalink
There's a new demo available for download. This time I'm presenting a technique that lets you render translucent objects with deferred shading, without resorting to using forward rendering passes.
Enjoy!
Vil�m Otte
Monday, November 26, 2007
Well, i cannot test the demo (I have Radeon HD 2900 XT, but using Linux and WinXP
, any chance of port to the OpenGL)
Icek
Tuesday, November 27, 2007
I see some corruption on screen. It looks like some parts of viewport are not updated... When I look into wall, everything is ok, problem is visible only when I look on transparent part. (Vista Enterprise, nvidia 8500 GT )
Icek
Tuesday, November 27, 2007
I see some corruption on screen. It looks like some parts of viewport are not updated... When I look into wall, everything is ok, problem is visible only when I look on transparent part. (Vista Enterprise, nvidia 8500 GT )
hi
Thursday, November 29, 2007
thank u
bader
Thursday, November 29, 2007
thank u so
cooper
Saturday, December 8, 2007
Humus, recently i've been trying to implement Crytek's "Screen Space Ambient Occlusion" technique
(http://delivery.acm.org/10.1145/1290000/1281671/p97-mittring.pdf?key1=1281671&key2=9942678811&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=618461
But i'm having problems in the implementation. We know that you have a good knowledge in shaders, so, please, could you make a demo covering such technique?
Humus
Saturday, December 8, 2007
Screen space AO is something I intend to look into when I get time.
sqrt[-1]
Sunday, December 9, 2007
FYI: If you want to look at the Crysis shaders, download and install the demo, then rename the .pak file called Shaders/ShaderData? (Can't view it currently to know the exact name) to Shaders.zip and open it up.
There is even a visual studio solution file in there.
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