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
Lorenz Attractor (Butterfly Effect)
Lorenz Attractor
Butterfly Effect
Mesh Exploder with Geometry Shaders
Mesh Exploder
Geometry Shaders
GLSL Hacker
GLSL Hacker
v0.7.0.0

Posts Tagged ‘ssao’


Overview of Modern Real-Time Rendering Techniques

4 comments - What do you think?  Posted by JeGX - 2010/09/23 at 17:52

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

Modern Real-Time Rendering Techniques


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Terrain Rendering Demo With Perlin Noise, SSAO and SSDM

1 comment - What do you think?  Posted by JeGX - 2010/09/14 at 09:54

Categories: NVIDIA CUDA, OpenGL, tech demo   Tags: , , , , , , , , , ,

Terrain Rendering With Perlin Noise, SSAO and SSDM


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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


NVIDIA SDK 10.5: New OpenGL and Direct3D Samples

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/18 at 09:52

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


Screen-Space Ambient Occlusion demo


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