Python Primer for the Impatient
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OpenGL interpolation qualifiers (GLSL)
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Posts Tagged ‘post processing’


[Shader Library] Dream Vision Post Processing Filter (GLSL)

3 comments - What do you think?  Posted by JeGX - 2009/11/12 at 15:57

Categories: Game Development, GeeXLab, Shader Library   Tags: , , , ,

Shader Library - Dream Vision PostFX


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[Shader Library] Lens Circle Post Processing Effect (GLSL)

Be the first to comment - What do you think?  Posted by JeGX - 2009/10/20 at 21:53

Categories: Game Development, GeeXLab, Shader Library   Tags: , , , , , ,

Shader Library - Lens Circle Post Processing Effect


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[Shader Library] Night Vision Post Processing Filter (GLSL)

11 comments - What do you think?  Posted by JeGX - 2009/10/09 at 16:03

Categories: Game Development, GeeXLab, OpenGL, Programming, Shader Library   Tags: , , , , , , ,

Shader Library - Night Vision PostFX


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FurMark 1.6.0 Available NOW!

15 comments - What do you think?  Posted by JeGX - 2009/01/07 at 11:03

Categories: Benchmarks, Geeks3D, OpenGL   Tags: , , , , , , , , ,



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

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

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