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In DirectX9, one can use instanced billboards to render lots of particles with good performance. Since we presume all particles to be billboards constructed from two triangles forming a quad, by using instancing, we can reuse this geometry data (only uv-coordinates needed) for each particle and therefore saving bandwidth. When rendering, two streams with different frequency should be used. The qu
Here is a list of good books that all graphics programmer’s should read. They are a little dated now, but FREE! Feel free to mention in the comments if you know other free books online.
There are different ways to perform blur and this is one of the most common way to do it in a shader. It’s a two step method with first a horizontal blur and then a vertical blur. By splitting the work in two directions (two passes) you can save a lot of computation. The method can be divided in the following parts: Render the scene you want to blur to a texture (could be downsampled) Render a scr
This is my SSAO (Screen Space Ambient Occlusion) implementation and it’s both fast and gives good result. It’s inspired by the Crysis SSAO algorithm but also the Starcraft II implementation and a little from Nvidia’s implementation. To use the SSAO shader, render a fullscreen quad with the SSAO shader applied to it. This shader will trace 10-16 rays for every fragment (pixel when there are no mult
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