In another ShaderX6 article, Macro Salvi presents "Exponential Shadow Maps". Like variance shadow maps, they can be hardware filtered, but they only require storing a single moment. They're also faster, with a simpler depth comparison equation.
...but... to avoid overflow issues when storing the e…
...but... to avoid overflow issues when storing the e…
I implemented 3x3 median-filter post-processing (yes, I'm jumping all over the place). I hope you can see the slightly more fluid appearance of the screenshot below. I'm using the method presented by Morgan McGuire in ShaderX6.
You may remember that I had image-space outlines a while ago. There's…
You may remember that I had image-space outlines a while ago. There's…
I've made the leap into Lua scripting (finally). This has been the biggest hole in the project for a long time. So, here's what I have now:
That guy stuck in the ground is an NPC(!). The exclamation mark is because he's the first ever NPC in the engine. He's at position [0,0,0] because I haven't…
That guy stuck in the ground is an NPC(!). The exclamation mark is because he's the first ever NPC in the engine. He's at position [0,0,0] because I haven't…
So one of the classic problems with Win32 is the macro pollution.
As some of you may remember, near and far used to have significance as keywords on the segmented x86 architecture. They remain in as empty macros.
Enter: me. I want to make a frustum class with near and far members. Unfortunately…
As some of you may remember, near and far used to have significance as keywords on the segmented x86 architecture. They remain in as empty macros.
Enter: me. I want to make a frustum class with near and far members. Unfortunately…
I finished implementing dynamic axis-aligned bounding-boxes for skinned meshes. I use a two stage approach, where each stage is cached and only updated when necessary.
The first stage calculates static bounding information. This includes an OBB for static vertices and a bounding capsule for each …
Updating a journal is alot like committing to a subversion repository; if you don't do it often enough, the updates pile up and you lose track of your changes. But I'll try my best.
I scored a contract position doing anatomical 3D modeling for medical education. I'm looking forward to doing more D…
I scored a contract position doing anatomical 3D modeling for medical education. I'm looking forward to doing more D…
I spent some time implementing Theora video recording via libtheora. My implementation is currently quite slow, mainly because of two things:I'm rendering off-screen at the specified video resolution, rather than simply grabbing the current framebuffer and scaling. This yields higher quality, but…
I've fixed a number of bugs since the first release, perhaps the most important being ATI card support. The problem had to do with incorrect GLSL code (as we all know, nVidia's GLSL compiler is rather permissive), as well as a subtle GLSL incompatibility on ATI's part regarding the linkage of mult…
I'm in the process of fixing up a lot of rendering code. I've been working on it since about 6:00pm yesterday and I'm quite tired, so I've lost the ability to write good code and I'm just fixing syntax errors before I hit the sack. Anyway, I fixed them all and got this interesting shot:
I've been …
I've been …
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