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Posts Tagged ‘ambient occlusion’


Deferred Shading in OpenGL + OpenGL SuperBible 6th Ed. Code Sample Pack with Binaries

Be the first to comment - What do you think?  Posted by JeGX - 2013/10/18 at 10:14

Categories: OpenGL, Programming   Tags: , , , , , , , , , , ,

OpenGL SuperBible 6 demo
The deferred shading demo at 50FPS on a GTX 660


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SSDO: Screen Space Directional Occlusion

4 comments - What do you think?  Posted by JeGX - 2010/06/19 at 11:56

Categories: Game Development   Tags: , , , , , ,




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[Tutorial] Discovering Blender Part 4: Baking

1 comment - What do you think?  Posted by Satyr - 2009/11/04 at 14:28

Categories: Blender, Tutorial   Tags: , , , , ,

Discovering Blender


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MeshLab 1.2.1: 3D Mesh Processing Utility

2 comments - What do you think?  Posted by JeGX - 2009/06/11 at 18:33

Categories: 3D   Tags: , , , , , ,

MeshLab


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NVIDIA ForceWare 185.66 BETA With Ambient Occlusion and GeForce GTX 275 Support

1 comment - What do you think?  Posted by JeGX - 2009/04/03 at 18:54

Categories: Forceware   Tags: , , , , ,

NVIDIA ForceWare Graphics Driver


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NVIDIA ForceWare 185.65 BETA With GeForce GTX 275 Support

2 comments - What do you think?  Posted by JeGX - 2009/04/02 at 17:45

Categories: Forceware   Tags: , , , , ,

NVIDIA ForceWare Graphics Driver


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Real-time Shadow Algorithms and Techniques Collection

Be the first to comment - What do you think?  Posted by JeGX - 2008/10/08 at 09:39

Categories: Game Development, Microsoft DirectX, OpenGL   Tags: , , , , , ,

NVIDIA has done a great job for all 3D graphics developers: a collection of NVIDIA’s key presentations, code samples, demo programs, and whitepapers on the topic of shadowing under one page, giving developers a broad resource covering everything from the latest on cascaded shadow maps and real-time ambient occlusion to the basic principles of stencil shadowing and hardware-accelerated percentage-closer filtering.

NVIDIA logo


ShaderMap 1.1 – 3D Map Conversion Tool

1 comment - What do you think?  Posted by JeGX - 2008/09/19 at 09:21

Categories: 3D, Game Development   Tags: , , , , , , , ,

ShaderMap is a small tool to convert photographic textures to height, ambient occlusion, normal, dudv, and specular maps. The free version is in command line and makes it a powerful tool to convert large amount of maps!

Okay guys, no more to tell, I’ve tried and it works well. The following images show the color map that has been used to produce the normal and ambient occlusion maps. I think this tool can be useful for your real time demos you code with GeeXLab.


Horizon-Based Image-Space Ambient Occlusion

1 comment - What do you think?  Posted by JeGX - 2008/09/15 at 10:15

Categories: Game Development, Programming   Tags: , , , , , , ,

NVIDIA has published a new paper from SIGGRAPH 2008 about HBAO (Horizon-Based Ambient Occlusion), an innovative improved form of screen-space ambient occlusion (SSAO). From the paper, HBAO seems to be easily integrable into an existing game engine:
– Input Data = eye-space depths and normals
– Rendered in a post-processing pass


The paper is available here: Horizon-Based Image-Space Ambient Occlusion: from SIGGRAPH 2008


faogen: Fast Ambient Occlusion Generator

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/18 at 12:27

Categories: 3D, Modeling, Softwares   Tags: , , , ,

faogen is a fast ambient occlusion generator. Use your video card GPU to compute ambient occlusion really fast. Support both texture and per-vertex calculation. Input scene can loaded from Wavefront OBJ or LightWave 3D object (*.LWO) files (future versions will allow to use more file formats).
Faogen itself uses hardware shadow mapping, floating-point render targets and OpenGL Shading Language to compute ambient occlusion data. This process is much faster than any CPU-based approach.

Try the version 2.0 HERE.