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

Posts Tagged ‘screen-space’


Astonishing Real-Time Skin Rendering (based on SSSSS)

17 comments - What do you think?  Posted by JeGX - 2011/07/23 at 20:08

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

Real-Time Skin Rendering - Screen-Space Subsurface Scattering (SSSSS)
Skin rendering, SSSSS enabled


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[SIGGRAPH 2010] Screen Space Fluid Rendering for Games

9 comments - What do you think?  Posted by JeGX - 2010/08/09 at 11:59

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

Screen Space Fluid Rendering for Games


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SSDO: Screen Space Directional Occlusion

4 comments - What do you think?  Posted by JeGX - 2010/06/19 at 11:56

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




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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