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Monthly Archives: agosto 2009
SSAO without optimization
Today I begin my SSAO based in many website, papers and forums. This first approach has around 2ms of cost. But if the camera is near to objects app performance down drastically. By the way it’s ok for first day … Continue reading
Parallax Mapping fixed
I forget to apply the new texture coords in Normal Maping -_- So… this is the result now: Before Blog this! Bookmark on Delicious Digg this post Recommend on Facebook Buzz it up Share on Linkedin Tumblr it Tweet about … Continue reading
Cook your graphic card!
I read a post in Humus blog: http://www.humus.name/index.php?page=News&ID=283 He read it in other web site… also the idea is to see if your broken graphic card has solder joints in bad state. Then put in oven 270ºC and fix your … Continue reading
Posted in Curiosidades
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Parallax Mapping for Model Viewer
Yesterday I added new texture functionality to Model Viewer with obj files. Atrr Map, really this map is not native support in exporters but I added in mtl file attr_map string to define texture path. This texture has RGBA layers. … Continue reading
A trick, Mult matrix in GPU with fixed pipelines
This topic is a trick? no Some times when you need to do matrix multiplication in many S.O. with different compilers or SSE2, 3… 3D Now! and so on you want to optimize matrix multiplication with ASM code. Next is … Continue reading
Posted in Graphics, Programming
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Edge detect with depth buffer
Yesterday I tried to detect more edges than silhouette and mix the new Model Viewer with Deferred Rendering and my new FPS control. That FPS control has information about current FPS, elapsed time of all frames / frames and for … Continue reading
Posted in Graphics, Programming
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Deferred Rendering vs Radiance Volume
Mmm… Crytek people present! “Radiance Volume”, I’m finishing my demo of Deferred Rendering and this people come now with other renderer with 2x performance. -_- Blog this! Bookmark on Delicious Digg this post Recommend on Facebook Buzz it up Share … Continue reading
Posted in Graphics
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Edge Detect
The first step for Edge Antialias is an Edge Detect… Edge Detect shader Blog this! Bookmark on Delicious Digg this post Recommend on Facebook Buzz it up Share on Linkedin Tumblr it Tweet about it Share on xing Buzz it … Continue reading
Editor de Mapas con picel de borrado
Hola a todos, estoy trabajando en mi demo de Deferred Rendering con la misma optimización que hacen en Crytek, el paper también lo he empezado, no obstante entre una cosa y otra he compilado una demo del Editor de Mapas … Continue reading
Posted in Programming
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Map Editor with erase brush
Hi all, I’m working in my Deferred Rendering with Crytek optimization demo and paper, but today I compiled a Map Editor demo version with erase brush. Download Map Editor Win32 Blog this! Bookmark on Delicious Digg this post Recommend on … Continue reading
Posted in Programming
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