null-ptr.blogspot.com
Access Violation: Deferred Shading, AA, alpha blending. DirectX 9
http://null-ptr.blogspot.com/2009/01/deferred-shading-aa-alpha-blending-demo.html
Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...
null-ptr.blogspot.com
Access Violation: Vector representation of fonts on GPU.
http://null-ptr.blogspot.com/2008/06/vector-representation-of-fonts-on-gpu.html
Saturday, 21 June 2008. Vector representation of fonts on GPU. Recently, an idea to create GPU accelerated rendering of vector images occurred to me. These images contain not the color data itself, but the information about contours that form the final image. This vector image can be scaled without loss of detail. At first, I didn’t know how to determine if the given point is placed inside or outside a contour. Solution came shortly after: we will take line segment starting from arbitrary posit...For exa...
null-ptr.blogspot.com
Access Violation: Hello
http://null-ptr.blogspot.com/2008/02/hello.html
Tuesday, 26 February 2008. Subscribe to: Post Comments (Atom). View my complete profile.
null-ptr.blogspot.com
Access Violation: Deferred Shading, AA, alpha-blending.
http://null-ptr.blogspot.com/2009/01/deferred-shading-aa-alpha-blending.html
Wednesday, 14 January 2009. Deferred Shading, AA, alpha-blending. While playing GTA IV I couldn't help but to notice the use of Alpha to Coverage. For the last few years I've seen this feature used mainly to create smooth edges for alpha-tested polygons when FSAA is enabled. So how did I do this? I've seen some nice demos from Humus. That shows transparent objects in deferred rendering using method similar to depth peeling. The weight of every sample is 1/sample count. At this point, I have realized ...
null-ptr.blogspot.com
Access Violation: February 2008
http://null-ptr.blogspot.com/2008_02_01_archive.html
Tuesday, 26 February 2008. Subscribe to: Posts (Atom). View my complete profile.
null-ptr.blogspot.com
Access Violation: January 2009
http://null-ptr.blogspot.com/2009_01_01_archive.html
Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...
null-ptr.blogspot.com
Access Violation: Using ATI hardware tessellation in DX9.
http://null-ptr.blogspot.com/2008/07/using-ati-hardware-tesselation-in-dx9.html
Monday, 14 July 2008. Using ATI hardware tessellation in DX9. Maybe you heard that ATI GPUs starting from 2* * have hardware tessellation unit. Maybe you have seen it working in GPU Mesh Mapper and Render Monkey 1.81. But there isn't any info on how to use it yourself. So with the power of reverse engineering I have finally written my first application that uses hardware tessellation. And I will gladly share the info with you. To enable tessellator, simply write a few lines of code. Float4 position = pos...
null-ptr.blogspot.com
Access Violation: July 2008
http://null-ptr.blogspot.com/2008_07_01_archive.html
Monday, 14 July 2008. Using ATI hardware tessellation in DX9. Maybe you heard that ATI GPUs starting from 2* * have hardware tessellation unit. Maybe you have seen it working in GPU Mesh Mapper and Render Monkey 1.81. But there isn't any info on how to use it yourself. So with the power of reverse engineering I have finally written my first application that uses hardware tessellation. And I will gladly share the info with you. To enable tessellator, simply write a few lines of code. Float4 position = pos...
null-ptr.blogspot.com
Access Violation: June 2008
http://null-ptr.blogspot.com/2008_06_01_archive.html
Saturday, 21 June 2008. Vector representation of fonts on GPU. Recently, an idea to create GPU accelerated rendering of vector images occurred to me. These images contain not the color data itself, but the information about contours that form the final image. This vector image can be scaled without loss of detail. At first, I didn’t know how to determine if the given point is placed inside or outside a contour. Solution came shortly after: we will take line segment starting from arbitrary posit...For exa...
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