FurMark, GPU stress test
FurMark 1.14.0
 
(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
TEST: Point Sprites vs
Geometry Shaders
GPU Caps Viewer
GPU Caps Viewer 1.21.0
 
GPU Shark
GPU Shark 0.9.0
 
Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)

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