OpenGL 4.2 Atomic Counters: Rasterization Pattern, Helper for Rendering Optimization (Windows, Linux)
[GPU Tool] ShaderToyMark 0.2.0 Demomakers’ Benchmark Available with Better SLI and CrossFire Support
Categories: Game Development, Microsoft DirectX, Programming Tags: Depth of Field, direct3d 10, game development, geometry shader, High-Dynamic Range Rendering, Motion Blur, pixel shader, screen-space ambient occlusion, vertex shader
Humus has released a new Direct3D demo. Interior mapping is a technique that renders the interior of buildings without requiring additional geometry. Everything is done in the pixel shader. The advantage is that when you’re rendering large cities you can draw all those buildings as simple boxes. This demo requires DirectX 10.1 and Windows Vista SP1.
Source Code and binaries: Interior Mapping Demo
Update – 2008.08.17
Demo has been updated with around 80% of performance boost.
Categories: Microsoft DirectX, OpenGL, Programming Tags: cg, fragment program, game development, gamedev, glsl, graphics programming, hlsl, Microsoft DirectX, pixel shader, profiling, shaderperf, vertex program, vertex shader
NVIDIA ShaderPerf is a command-line shader profiling utility and C API that reports detailed shader performance metrics for a wide range of GPUs.
ShaderPerf wokrs with GLSL vertex and fragment programs, HLSL vertex and pixel shaders and Cg shaders.
ShaderPerf 2.0 includes several new features:
* GeForce 8 series support
* Pixel Shader Differencing
* Vertex Shader Analysis
ShaderPerf outputs the following for any shader that you analyze:
* Cycle count
* Register usage
* Driver-optimized shader instruction list
* Vertex and pixel throughput estimates
More information and download HERE.