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Topics - nuninho1980

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3D-Tech News Around The Web / NVIDIA Graphics SDK 11
« on: April 06, 2011, 04:56:45 PM »
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We are proud to offer the NVIDIA Graphics SDK 11 in two versions, one supporting Direct3D, the other supporting OpenGL
NVIDIA Graphics SDK 11 - Direct3D Version

This all-new collection of DirectX 11 code samples teaches developers how to make the most of the latest GeForce GPUs. The SDK includes a browser, clear code samples, detailed whitepapers, and videos.

Featured samples include: 3D Vision, hair, FXAA, horizon-based ambient occlusion, stochastic transparency, terrain tessellation, opacity mapping, FFT ocean rendering, and more.

http://developer.nvidia.com/nvidia-graphics-sdk-11 - Direct3D 11 SDK download included :) But OpenGL - coming soon...

NOTE: You should change this thread to section "3D-Tech News...".

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Great news:

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Subpixel Reconstruction Antialiasing (SRAA) (...) In this way SRAA resembles Morphological Antialiasing (MLAA by ATI-AMD)(...)

http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing

Fermi (GeForce 400 series or better) may work this new method of AA but I don't know if nvidia confirm... :)

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3D-Tech News Around The Web / RTGU 3d technical demonstration released
« on: January 15, 2011, 08:09:28 PM »
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A technical demonstration showing an interactive virtual model of an hotel lobby, is available for download. RTGU is a realtime 3d rendering pipeline - composed of a set of tools, ranging from 3d content export/conversion to realtime 3d rendering using OpenGL. The model is completely designed using 3dsMax and V-Ray, then exported and lit using RTGU tools, and rendered using OpenGL 3.x features : rendering uses FBO to do HDR rendering in RGBA16F textures ; tone mapping relies on ARB_texture_multisample extension to resolve MSAA ; linear rendering is achieived by using sRGB textures and framebuffers ; lighting is stored in HDR textures (2D/3D) as lightmaps and spherical harmonics.
Enter site RTGU 3d and click download. :)

But I don't like this demo because the solar shadows are fixed. And its aren't realistics due to without PCSS (Percentage-Closer Soft Shadows).



P.S.
The author has a topic at Ozone3D (in french).

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