do you not move this thread yet!??
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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.
Subpixel Reconstruction Antialiasing (SRAA) (...) In this way SRAA resembles Morphological Antialiasing (MLAA by ATI-AMD)(...)
Thanks for your feedback, it's true that the demo does not feature soft shadows at all !No, I got soft shadows non-realistics due to without PCSS. You don't need ray-traced nor pathtraced for real-time. I want to enable PCSS and to interactive (=not fix) solar shadows because I got 695fps (GTX 480 - 266.58whql-HQ ) at 1024x768 windowed, camera and setting default on sample "PCSS" - DirectX 10 (nVidia SDK 10.5)
Maybe next time ! Can I ask you if there's a spot in particular that makes you miss the soft shadows ?
Also the solar lighting is not dynamic as we wanted to try to get close to original VRay renderings. We used our offline GI renderer to precompute the lighting, we probably could have some approximation in realtime, but this was not our aim here.
BTW, you gave the link to the file download, I'd like to add a link to the 'download' page', as it features some screenshots and a comparative video between the realtime result and the reference VRay rendering, for those interested : http://www.rtgu3d.com/index.php?x=4
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.
Yikes! I forgot to mention thatThe linguage of my keyboard is portuguese.
On a german keyboard it's the "circumflex" button.