Updated Release: Bokeh II (Apr 20, 2011)
Improved Bokeh and Depth of Field Sample. http://mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
View ArticleReleased: Bokeh II (Apr 20, 2011)
Improved Bokeh and Depth of Field Sample. http://mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
View ArticleUpdated Release: Bokeh II (Apr 20, 2011)
Improved Bokeh and Depth of Field Sample. http://mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
View ArticleCreated Release: Auto Exposure CS (Aug 10, 2011)
Implements HDR auto-exposure by calculating the geometric mean of luminance in a compute shader, which uses a vectorized parallel reduction.
View ArticleReleased: Auto Exposure CS (Aug 10, 2011)
Implements HDR auto-exposure by calculating the geometric mean of luminance in a compute shader, which uses a vectorized parallel...
View ArticleUpdated Release: Auto Exposure CS (Aug 10, 2011)
Implements HDR auto-exposure by calculating the geometric mean of luminance in a compute shader, which uses a vectorized parallel...
View ArticleReleased: Query Profiling (Oct 13, 2011)
Demonstrates how to profile GPU performance using DX11 timestamp queries.http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
View ArticleCreated Release: Query Profiling (Oct 13, 2011)
Demonstrates how to profile GPU performance using DX11 timestamp queries.http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
View ArticleCreated Release: Light Indexed Deferred Rendering (Mar 31, 2012)
Light Indexed Deferred Rendering sample. Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute...
View ArticleReleased: Light Indexed Deferred Rendering (Mar 31, 2012)
Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and...
View ArticleUpdated Release: Light Indexed Deferred Rendering (Mar 31, 2012)
Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and...
View ArticleReleased: Light Indexed Deferred Rendering (Mar 31, 2012)
Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and...
View ArticleUpdated Release: Light Indexed Deferred Rendering (Mar 31, 2012)
Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and...
View ArticleReleased: MSAA Resolve Filtering (Oct 28, 2012)
Sample application and source code from the article "Experimenting with Reconstruction Filters for MSAA Resolve"http://mynameismjp.wordpress.com/2012/10/28/msaa-resolve-filters/
View ArticleCreated Release: MSAA Resolve Filtering (Oct 28, 2012)
Sample application and source code from the article "Experimenting with Reconstruction Filters for MSAA Resolve"http://mynameismjp.wordpress.com/2012/10/28/msaa-resolve-filters/
View ArticleCreated Release: Specular Antialiasing Sample (Jul 24, 2013)
Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order:...
View ArticleReleased: Specular Antialiasing Sample (Jul 24, 2013)
Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order:...
View ArticleUpdated Release: Specular Antialiasing Sample (Jul 24, 2013)
Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order:...
View ArticleReleased: Specular Antialiasing Sample (七月 24, 2013)
Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order:...
View ArticleUpdated Release: Specular Antialiasing Sample (Jul 24, 2013)
Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order:...
View Article
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