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Some recent topics started on our forums |
DX11 Perspective Matrix Jittering Temporal AA
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I recently became aware of temporal AA after hearing about it from a couple of sources. Crytek mentioned in their Siggraph 2010 presentation that they were using a hybrid AA solution consisting of edge-detection posteffect AA for nearby objects and t... |
Posted September 29, 2010 11:35:11 AM
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DX11 DirectCompute Buddhabrot & Nebulabrot Renderer
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Hi everyone, I wrote a DX11 DirectCompute Buddhabrot/Nebulabrot fractal renderer. The submitted picture is a Nebulabrot with max iteration values set to red:391 green:781 blue:10156. I rendered the above image (original image was 1592×1028) at around... |
Posted April 1, 2010 7:27:05 PM
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Some recent replies made on our forums |
MLAA (MorphoLogical AntiAliasing) on the GPU using Direct3D9.0
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Interesting work! Thanks for the demo.
In case you are curious how it runs on other ppl's machines, here's the numbers for my HD5750 (Catalyst 10.10a).
bilateral distance texture - around 1.55-1.6ms
scan edges in shaders - 5.45-5.5ms
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Posted October 26, 2010 10:26:14 AM
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DX11 Perspective Matrix Jittering Temporal AA
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http://www.yakiimo3d.com/2010/10/02/temporal-aa-texture-mipmap-settings/
I posted a pic of what the grid texture looks like with mipmapping & trilinear filtering working properly. If anisotropic is used the blurring becomes gone too.
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Posted October 2, 2010 3:54:13 AM
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DX11 Perspective Matrix Jittering Temporal AA
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You are right. I didn't understand the anisotropic filtering you were referring to properly. Turned it to 16x and aliasing becomes pretty clean.
[Edited by - yakiimo02 on September 30, 2010 10:45:44 AM] |
Posted September 30, 2010 10:45:11 AM
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DX11 Perspective Matrix Jittering Temporal AA
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Good point about mipmapping and anisotropic filtering. I wasn't really careful with those settings. I tested with mipmapping and anisotropic filtering enabled, and the above grid texture still gets aliased pretty badly.
Texture filtering and mipma... |
Posted September 30, 2010 9:05:16 AM
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DX11 Perspective Matrix Jittering Temporal AA
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Hey, thanks for the comments. Sorry about the images being small. I should have uploaded a non-cropped version of the images. I've posted the original sized images in my Japanese blog http://d.hatena.ne.jp/yakiimo02/20100926/1285523408.
The point... |
Posted September 30, 2010 4:46:44 AM
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[updated] DirectX 11 auto-exposure controlled HDR and an auto-focus depth-blur effect
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Compiled in release mode w vs2008 & ran it on my HD5750. With default cam pos & screen res of 720x405, fps seems to fluctuate around 300-420 fps.
Looks nice!
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Posted May 25, 2010 9:47:40 AM
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DX11 DirectCompute Buddhabrot & Nebulabrot Renderer
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Hi everyone. Thanks for the comments!
@Inigo Quilez
As I write in the linked blog (relevant links #3), I got the idea for cubing luminance in order to bring out more contrast after reading your Buddhabrot page. Thanks a lot. It made a huge differ... |
Posted April 3, 2010 3:48:08 AM
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