ASUS GeForce GTX 980 Strix Review
ASUS GTX 980 Strix
Review
Gainward GeForce GTX 970 Phantom Review
Gainward GTX 970 Phantom
Review
MSI GeForce GTX 970 4GD5T OC Review
MSI GTX 970 4GD5T OC
Review
MSI Radeon R9 290X Gaming 4G Review
MSI R9 290X Gaming 4G
Review
FurMark, GPU stress test
FurMark 1.15.1
 
How to Rotate a Vertex by a Quaternion in GLSL
How to Rotate a Vertex
by a Quaternion in GLSL

Posts Tagged ‘tessellation’


StoneGiant: Direct3D 11 Tech-Demo Preview

8 comments - What do you think?  Posted by JeGX - 2010/03/23 at 19:26

Categories: Microsoft DirectX, tech demo   Tags: ,




Read more…


GeForce GTX 480 Direct3D 11 Tessellation Demos Details

2 comments - What do you think?  Posted by JeGX - 2010/03/17 at 16:04

Categories: Microsoft DirectX, tech demo   Tags: , , , , , , ,

GeForce GTX 480 Direct3D 11 Tessellation - hair rendering
Hair rendering with D3D11 tessellation


Read more…


Overview of the new Features of OpenGL 4.0

4 comments - What do you think?  Posted by JeGX - 2010/03/15 at 22:08

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

OpenGL 4.0


Read more…


OpenGL 3.3 and 4.0 Specifications Released

11 comments - What do you think?  Posted by JeGX - 2010/03/11 at 17:44

Categories: OpenGL   Tags: , , , , ,

OpenGL 4.0


Read more…


GeForce GTX 480 and Tessellation in Unigine Heaven

2 comments - What do you think?  Posted by JeGX - 2010/03/05 at 07:43

Categories: Graphics Cards, Microsoft DirectX   Tags: , ,




Read more…


AMD Publishes 6 New Direct3D 10 and 11 Demos: Quick Test and New Details About Tessellation

6 comments - What do you think?  Posted by JeGX - 2010/02/11 at 12:55

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

HDAO demo


Read more…


[TEST] Hardware Tessellation on Radeon in OpenGL: Radeon HD 5000 Tessellators Details

8 comments - What do you think?  Posted by JeGX - 2010/02/10 at 10:57

Categories: Game Development, GeeXLab, GPU, OpenGL   Tags: , , , , , , ,

GPU Tessellation on Radeon


Read more…


[TEST] Hardware Tessellation on Radeon in OpenGL (Part 2/2)

4 comments - What do you think?  Posted by JeGX - 2010/02/09 at 17:52

Categories: GeeXLab, OpenGL, Programming, Test   Tags: , , , , , , ,

GPU Tessellation on Radeon

AMD Tessellation Demo OpenGL - GeeXLab
Continuous tessellation – factor=15.0


Read more…


[TEST] Hardware Tessellation on Radeon in OpenGL (Part 1/2)

4 comments - What do you think?  Posted by JeGX - at 17:43

Categories: Articles, Game Development, OpenGL, Test   Tags: , , , , , , , , ,

GPU Tessellation on Radeon


Read more…


GeeXLab 0.1.15 Available

2 comments - What do you think?  Posted by JeGX - at 16:06

Categories: Demotool, GeeXLab   Tags: , , , ,

GeeXLab - 3D programming - OpenGL - Lua - Python


Read more…


DirectX 11 to be discussed in just weeks!

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/10 at 10:38

Categories: Microsoft DirectX, Programming   Tags: , , , , , , ,

Microsoft will start talking about DirectX 11 in less than two weeks. his conference takes place on the 22 and 23 July in Seattle, Washington.

The big feature of DirectX 11 is tessellation / displacement while we also heard that multithreaded rendering and compute shaders are part of it. DirectX 11 also brings shader model 5.0 but we don’t know many details about it.

It looks like DirectX 11 will stick to rasterization as there is no any mentioning of Ray tracing support.

-source-


OpenGL demos taking advantage of Shader Model 4

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/23 at 10:04

Categories: OpenGL, Programming   Tags: , , , ,

Naixela released two demos “geometry shader painterly rendering” and “geometry shader tessellation” taking advantage of Shader Model 4 (inclusive source code).

Geometry Shader Painterly Rendering Demo
Renders a scene into color, position, and normal textures, and then outputs the scene as a large number of brush strokes covering the screen using the geometry shader.

Geometry Shader Tessellation Demo
Tessellates a heightfield based on distance to the viewer using the geometry shader.


[via]

« Previous Page