RawK® – Graphics Demo for Sandy Bridge

Saturday, February 26,2011
RawK is a tech demo, tailored to Intel's Sandy Bridge chipset. We created this graphics demo in the last three months to show off the capabilities of Sandy Bridge. It shows off several next-gen features: Deferred Lighting Ellipsoidal Shadow Maps CPU / GPU MLAA PostFX Camera System Screen-Space Material System Here is the movie: Some ...
This post is in: Confetti, D3D10, Deferred Lighting, GDC, Global Illumination, Handheld Development, MSAA, Particle System, Shadow Maps
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Paris Master Class

Monday, May 24,2010
I am going to teach a Paris Master Class this year on June 24th and June 25th. The topics covered will be - Deferred Lighting, Z Pre-Pass Renderer, Deferred Shading - Programmable MSAA - Post-Effect Pipeline - Shadows (Cascaded Shadow Maps, Soft Shadows, Point Light Soft Shadows) - GPU Particle System - Global Illumination (Screen-Space, Reflective ...
This post is in: D3D10, D3D11, Deferred Lighting, Edge Detection, General GPU Programming, Global Illumination, Handheld Development, MSAA, Order-Independent Transparency, Particle System, PostFX, Shadow Maps, iPhone iPod Touch iPad Programming
Comments: 3

Oolong Engine, Confetti, Light Pre-Pass on SPU, GPU Pro, Order-Independent Transparency

Monday, May 10,2010
A lot of smaller things happened in the last months. Oolong Engine got an iPad update and many bugfixes: Oolong Engine Confetti Special Effects posted a couple of screenshots of several projects we are working on. So far we are showing of particle collisions, a next-gen dynamic skydome system with god ...
This post is in: Confetti, D3D11, Deferred Lighting, GPU Pro, Global Illumination, Order-Independent Transparency, PS3, Particle System, iPhone iPod Touch iPad Programming
Comments: 1

Deferred Lighting / Particle System

Saturday, May 23,2009
Here is a shot of a GPU based particle system with lights attached to each particle. I used Emil Persson's example Deferred Shading program as a basis to implement a Light Pre-Pass renderer with 4k lights and 4k particles. It runs fairly well on a GeForce 9600 GT here:...
This post is in: Deferred Lighting, Particle System
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