|
Some recent topics started on our forums |
GPU Geometry Clipmaps
|
http://www.youtube.com/watch?v=qw-gomauW84
It's an implementation of the paper "Terrain Rendering Using GPU-Based GeometryClipmaps" with frustum culling, instancing, normal maps, etc... Shader code is almost the same.
The terrain is synthetised... |
Posted March 18, 2007 3:41:44 AM
|
DX9 ID3DXSprite billboard rotation
|
hi,
i am using the DX9 ID3DXSprite interface to render billboards in a 3D world. I would like to rotate them along the camera view vector but my attempts were unsuccessful.
With this piece of code, scaling works but not rotation :
D3DXMA... |
Posted April 12, 2009 7:37:00 AM
|
DX10 VS fp16 mipmap filtering
|
hi,
Currently working on gpu geometry clipmap for dx10, i store elevation data on R16F textures. For each texture, i also store coarser(level+1) elevation on mipmap level 1 to morph between levels. Texture coordinates are correct... |
Posted July 31, 2008 2:49:59 PM
|
DX10 index buffer, last index 0xffff & triangle list
|
hi,
In a 16bits index buffer, last index (0xffff) is a strip-cut index. The problem is that i use triangle lists and i would like to use last index. Is there a way to use last index as an index instead of a strip-cut "signal" in DX 10 ? |
Posted July 17, 2008 7:05:06 PM
|
Clearing W-buffer in DX10
|
Hi,
I use a W-buffer instead of a Z-buffer in DX10. The problem is the clearing process, i can't use "pd3dDevice->ClearDepthStencilView( DXUTGetD3D10DepthStencilView(), D3D10_CLEAR_DEPTH, 1.0, 0 );" because max value is "1.0" and i would lik... |
Posted July 10, 2008 7:03:28 AM
|
Rendering Natural Waters
|
I am currently trying code water color equations from
[S. Premoze and M. Ashikhmin / Rendering Natural Waters] :
http://citeseer.ist.psu.edu/cache/papers/cs/26265/http:zSzzSzwww.cs.sunysb.eduzSz~ashzSzwaterCGF.pdf/premoze01rendering.pdf
but r... |
Posted June 12, 2008 6:32:48 PM
|
xz oriented quad following camera(quaternion,matrix)
|
i have a quad ( pos(0,0,0), normal(0,1,0) ) that is oriented in xz ( by 45 deg in model space ). Camera is above it by a given elevation ( change with cam movements ). The quad must always follow camera ( xz axis only, x(1,0,0) z(0,0,1) ). the... |
Posted May 26, 2008 7:21:53 AM
|
Appearance-Space Texture Synthesis (PCA)
|
Questions on "Appearance-Space Texture Synthesis", http://research.microsoft.com/~hoppe/apptexsyn.pdf.
I am trying to make the transformed exemplar (8D) with PCA, from the 5x5x3 (75D) original neighborhood colors. But i must have missed somet... |
Posted June 10, 2007 12:43:30 PM
|
T-Junctions, degenerate triangles & pixel artifacts
|
Hi,
I draw grids of different sizes for a terrain algorithm and i get T-Junction that i remove by drawing a triangle list on the borders but i have pixel artifacts. So i was wondering if i did the triangle list correctly or not (check images)... |
Posted March 3, 2007 1:14:51 PM
|
GPU Geometry Clipmaps & Degenerate Triangles
|
hi,
There is one thing missing in my implementation, it's the "Outer Degenerate Triangles". if i understood well it's used to remove T-Junction that cause artifact when texturing. it's a ribbon of triangles between two clipmaps levels but i... |
Posted February 25, 2007 12:13:06 PM
|
View All Topics Started By This User
|
|
Some recent replies made on our forums |
GPU Geometry Clipmaps
|
Quote:Original post by idarkstranger
plz give source ((((( link on first post dead (((((
http://filougk.blogspot.com/
sources & demo on right menu
|
Posted February 18, 2010 6:43:34 AM
|
Self Shadowing of Terrain - Which method to use?
|
Quote:Original post by Geometrian
Hi,
You could try calculating static shadows for self-shadowing for the terrain (which could be slow and precise the first time) and then just use small shadow maps for the various objects.
I.e., if there is... |
Posted June 20, 2009 5:29:00 AM
|
Realtime Normal Map Generation
|
float s1 = tex2D(Elevation, float2(p_uv.x - OneOverTextureSize, p_uv.y)).r;
float s2 = tex2D(Elevation, float2(p_uv.x, p_uv.y - OneOverTextureSize)).r;
float s3 = tex2D(Elevation, float2(p_uv.x + OneOverTextureSize, p_uv.y)).r;
float s4 = tex2D(... |
Posted June 11, 2009 3:10:45 PM
|
Point Sprites
|
Quote:Original post by Laccolith
Second, is there anyway to have the point sprites not scale with distance from the camera. At the moment if the camera is close to the sprites they shrink but this doesnt work for the effect im working on. Is th... |
Posted May 6, 2009 6:41:40 AM
|
Geoclipmapping with mipmaps
|
Quote:Original post by chot
It all works pretty good, except for _some_ of these odd vertices in between (see picture). I've played around with it all day and I've found out that linear interpolation isn't really supported in vertex shader texture... |
Posted May 1, 2009 9:24:22 AM
|
"Rendering Natural Waters" coefficients conversion
|
Nice :)
post some code, if you don't mind. |
Posted March 13, 2009 6:47:33 AM
|
"Rendering Natural Waters" coefficients conversion
|
Quote:Original post by Viik
The question is - is it possible to precalculated coefficients dependent on wavelength is such a way that they can be directly used in RGB space?
yes. you can precompute a 1D or 2D texture. Both methods are based... |
Posted March 8, 2009 10:22:00 AM
|
post-TnL cache size on recent GPUs ?
|
You may wanna try ATI tootle lib (2007) instead of NvTriStrip which is older.
http://developer.amd.com/gpu/tootle/Pages/default.aspx
It can also optimize mesh to reduce overdraw (hurts a bit post TnL cache hit).
On a 8800GT, using a cache si... |
Posted January 14, 2009 7:35:07 AM
|
questions about geoclipmap
|
Quote:Original post by calvinsfu
but I don't see how the L-shaped interior rim comes into play.
Look at figure 2-5 (p33) GPU Gems 2.
"Second, there is a gap of one quad on two sides of the interior ring perimeter, to accommodate the... |
Posted August 8, 2008 2:16:28 PM
|
DX10 VS fp16 mipmap filtering
|
Quote:Original post by Zaph-0
You cannot take the coarser data from a mipmap for but have to precalculate it and but it in the fraction part of the float (like hoppe said in his paper, although there are also much better ways to handle this, though... |
Posted August 1, 2008 5:24:07 AM
|
View All Replies Made By This User
|