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Get to know yakiimo02...  
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Homepage URL http://www.yakiimo3d.com/ 
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Job Title Game Programmer 
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Member Since 9/23/2007 2:13:58 PM
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Some recent topics started on our forums
DX11 Perspective Matrix Jittering Temporal AA 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
DX11 DirectCompute Buddhabrot & Nebulabrot Renderer 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 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 ... 
Posted October 26, 2010 10:26:14 AM
DX11 Perspective Matrix Jittering Temporal AA 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.  
Posted October 2, 2010 3:54:13 AM
DX11 Perspective Matrix Jittering Temporal AA 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
DX11 Perspective Matrix Jittering Temporal AA 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
DX11 Perspective Matrix Jittering Temporal AA 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
[updated] DirectX 11 auto-exposure controlled HDR and an auto-focus depth-blur effect 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!  
Posted May 25, 2010 9:47:40 AM
DX11 DirectCompute Buddhabrot & Nebulabrot Renderer 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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