FurMark, GPU stress test
FurMark 1.14.0
 
(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
TEST: Point Sprites vs
Geometry Shaders
GPU Caps Viewer
GPU Caps Viewer 1.21.0
 
GPU Shark
GPU Shark 0.9.0
 
Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)

Posts Tagged ‘deferred shading’


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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Deferred Shading With Compute Shaders in Frostbite 2 Engine

Be the first to comment - What do you think?  Posted by JeGX - 2009/08/27 at 09:07

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

Deferred Shading in Frostbite 2 Engine


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Deferred Shading Demo with Direct3D 10.1

Be the first to comment - What do you think?  Posted by JeGX - 2008/10/22 at 18:35

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

Deferred Shading Demo with Direct3D 10.1


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Deferred Rendering in Leadwerks Engine

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/05 at 22:43

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

Leadwerks Software has released a paper describing their experience implementing deferred lighting in the OpenGL-based Leadwerks Engine. The paper includes some GLSL code for reconstructing screen space positions without need for a position float buffer, as well as a few results surprising to the author.

This paper is available HERE – PDF

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