Εμφάνιση αναρτήσεων με ετικέτα dx10. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα dx10. Εμφάνιση όλων των αναρτήσεων

Κυριακή 23 Νοεμβρίου 2008

Depth of Field


I implemented the depth of field shader described in ATI 'Advanced Depth of field' paper which produces very nice results.





In this screenshot head and gun are blurred as they are closer to the camera.I would have much better results if I have a background to that  well maybe next time.

Σάββατο 22 Νοεμβρίου 2008

SSAO 2


fixed some bugs from the previus shader  and this is the last result .
If anybody is interested I can post the render monkey project.The above screenshot is from my dx10 engine.I have to admit I did a lot of stupid mistakes but what the hell this time i think and I hope also that the result is good (i think i said that before)

Δευτέρα 10 Νοεμβρίου 2008

SSAO Revisited


This is the follow up to the ssaoimage I posted in gamedev. I spend a lot of time for producing
a good result especially with depth values so instead I ve use normals.I think that there can be more than one implemantation and I know that this is not physically 100% correct but its nice.






Τετάρτη 1 Οκτωβρίου 2008

MD5 Model in DX10


I port my md5 loader code into my dx10 engine.I optimise it a little bit and I made a few modifications for example I calculate normal weights instead of recalculating all normals after creating an animated pose.Still I have to do the same thing for the tangents and as far as I know it has to be done the same way as the normals.This means I have to calculate the tangents from the bindpose vertices ,rotate them using the joint quaternion and then create the tangents weights and finally get their weight sums during the animation.