Particle Billboarding with the Geometry Shader (GLSL)
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Billboarding in the Vertex Shader (GLSL)
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GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
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GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
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Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘hbao’


Overview of Modern Real-Time Rendering Techniques

4 comments - What do you think?  Posted by JeGX - 2010/09/23 at 17:52

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

Modern Real-Time Rendering Techniques


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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