[Shader Library] Dream Vision Post Processing Filter (GLSL)
Categories: Game Development, GeeXLab, Shader Library Tags: game development, geexlab, glsl, post processing, shader library

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[Shader Library] Lens Circle Post Processing Effect (GLSL)
Categories: Game Development, GeeXLab, Shader Library Tags: effect, game development, geexlab, glsl, lens, post processing, shader library

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[Shader Library] Night Vision Post Processing Filter (GLSL)
Categories: Game Development, GeeXLab, OpenGL, Programming, Shader Library Tags: demo, filter, game development, geexlab, glsl, night vision, post processing, shader

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FurMark 1.6.0 Available NOW!
Categories: Benchmarks, Geeks3D, OpenGL Tags: etqw, furmark, furmark 1.6.0, glsl, gpu temperature, opengl 3.0, post processing, stability test, stress test, video card
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It’s time for a new version of FurMark. With this very cold winter we currently have, only FurMark can bring you the heat you need! Here are the main changes of this new release:
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Horizon-Based Image-Space Ambient Occlusion
Categories: Game Development, Programming Tags: 3d graphics, ambient occlusion, game development, hbao, post processing, Programming, screen-space, ssao
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













