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Here is Geeks3D’s GLSL Shader Library. The GLSL Shader Library gathers on a single page all OpenGL/GLSL shaders presented on Geeks3D.com. Categories: 1 – Post Processing Filters 2 – Lighting 3 – Utils 4 – Misc 1 – Post Processing Filters
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene Article index: 1 – Overview 2 – Downloads 3 – Code Samples 4 – Screenshots 1 – Overview Thanks to the new Raspberry Pi 2 board and its powerful quad-core CPU, I could create a full version of GLSL Hacker for Raspbian. The first version of GLSL Hacker for RPi I released more than one year ago was limited to the core functions:
Here is the GFLOPS comparative table of recent AMD Radeon and NVIDIA GeForce GPUs in FP32 (single precision floating point) and FP64 (double precision floating point). I compiled on a single table the values I found from various articles and reviews over the web.
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene A Voronoi diagram allows to divide a 2D space made up of a set of points (the seeds) into regions or cells. A cell includes all 2D points {x;y} that are closer to a particular seed than any other. You can find more information here: Voronoi diagram. The demogroup fsqrt has published a Voronoi animation in 64 bytes only. The 6
SculptGL is a nice, tiny and useful WebGL application for 3D sculpting. SculptGL features dynamic subdivision, decimation, uniformisation and adaptive sculpting. It can also export your meshes into OBJ files. I quickly tested SculptGL and imported the OBJ file into GLSL Hacker (the demo is available in Loading_Object_OBJ/demo_sculptgl.xml of the code sample pack). That works fine:
is a free cross-platform demotool for creating demos, games, interactive applications and creative coding.
14 thoughts on “Voxel Cone Tracing Global Illumination in OpenGL 4.3” Sorry to the folks who are trying to build the source code and are having trouble. I didn’t expect the demo to get much attention so I didn’t include all of the dependencies. Also, the version linked has an incompatibility with Windows 8. You can find a buildable version that is compatible with Win8 here (also includes a newly-b
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene Farbrausch, one of the most well-known and talented group of the demoscene (with fr-041: debris or the mythic fr-025: the.popular.demo to quote few ones), has released the source code of the demo tools used to create some of their productions: Hi! This is it. Pretty much a history of Farbrausch tools 2001-2011. We’ve been mea
Johan Andersson (Rendering Architect at DICE), presents Shiny PC Graphics in Battlefield 3, a talk (at GeForce LAN 6) focused on the rendering engine of BF3:
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene NVIDIA has published a whitepaper and presentations slides (I3D 2011) about SRAA (Subpixel Reconstruction Anti-Aliasing). Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1X) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferredshading rendere
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene A VGA dummy plug is a simple hack to fool the GPU and Windows by let them thinking there is a monitor plugged on a card. This hack is useful in some situations where you have two or more graphics cards and need them to be active: running F@H on more than 1 card: the Folding @ Home GPU client requires the card to be active (wi
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene Great news for the OpenGL community (maybe not for those who have paid for): gDEBugger, a popular OpenGL debugger is now available for FREE. gDEBugger is not available for purchasing for the time being. We plan to release a new and **FREE** gDEBugger version for Windows, Linux and Mac OS X. This version will be available for
9 thoughts on “[SIGGRAPH 2010] Screen Space Fluid Rendering for Games” Pingback: assari (PukiWiki/TrackBack 0.3) Thanks, nice to know somebody reads this stuff! The artifacts from the separated bilateral filter in the presentation actually look worse than they really are.
Icare3D has publshed a small OpenGL 4.0 demo (with code source and executable) that shows an implementation of the A-buffer algorithm. You can download the demo HERE. This demo works on GTX 400 series only. What is an A-buffer? In its simplest form, an A-buffer is a memory buffer that stores a list of fragments per pixel. A Z-buffer stores only the nearest fragment for each pixel while an A-buffer
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene Here is a collection of links that can be useful for multithreaded programming. Threads creation, data synchronization, synchrosnous and asynchrosnous models, deadlocks and multithreaded game engine architecture are covered by these links. I will update this article as soon as I discover new resources… Multithreaded Programmi
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene This post can be seen as a reply to this thread. Here is a demo that shows how to visualize the depth buffer in GLSL with GeeXLab. UPDATE (2020.02.09) I published an up to date demo here. The demo is available in the GeeXLab OpenGL 2.1 demopack: – OpenGL 2.1 Demopack Download You can download GeeXLab from this page: – GeeXLab
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene Geeks3D’s shader library is available in HERE. This new shader shows a 2D shockwave post processing effect. In the GeeXLab demo, just hit the [K] key to create a shockwave at the mouse position. I found the original shader here. You can download the demo here: [download#110#image] This demo requires GeeXLab and does not use P
is a powerful and easy-to-learn cross-platform tool for 3D programming, demos creation, game development, interactive applications, creative coding and prototyping. And it's free!
Geeks3D 3D tech news, graphics cards, graphics programming and demoscene
DevIL song: “la la la, a cross-platform image library utilizing a simple syntax to load, save, convert, manipulate, filter and display a variety of images with ease, la la la” As I promised in this post here is a tutorial about DevIL. This tutorial shows one way to load an image file and use it as a texture in OpenGL. We’ll use DevIL 1.7.5. This is the first real tutorial at Geeks3D. I have a mill
7 thoughts on “id Software C++ Coding Conventions” Thanks a bundle ! This will make a great template for our own coding conventions doc. I think ID has very few experience with C++. They used C a loooong time and they started to program their games using C++ just a few years ( for Quake Wars I think ). I’m programming C++ for 10 years and that doc clearly shows some immature decisions, for example
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