Category Archives: Graphics

Graphics

Deferred Lighting + SSAO – Specular – Normal mapping

Hi there! I have now Big Dady 2 model fixed. The texture coords was inverted in V coord. Now I mix my deferred lighting implementation with SSAO. I have no specular map applied yet, but I have other problem here. … Continue reading

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Fixing and testing samples with SSAO

Hi there! Today I see an error in SSAO calc, near of the camera you can see fake occlusion. This is definitely wrong. So now is fixed: I tested different samples, I think 8 it is ok for normal GPU … Continue reading

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SSAO downsampled with blur

Hi there! The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens I use the SSAO result and a blur shader with one 2x downsampled. Original SSAO in fullscreen SSAO … Continue reading

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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

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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

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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

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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

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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

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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

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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

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