Close

Menu

  • Home
  • About
  • Portfolio
  • Game Jams
  • Legal
  • Twitter
  • Subscribe
Home Menu

DirectX 11

Posts: 6
Page 1 of 1

Trip Report: Gamefest 2011 - Seattle

Nick Darnell on Conference, DirectX 11, Gamefest, Graphics, Kinect | 09 Sep 2011

I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not available yet, but it looks like Microsoft is going to be posting the slides/audio for the different presentations here soon.…

Chaining Compute Shaders

Nick Darnell on AppendStructuredBuffer, Compute Shader, CopyStructureCount, D3D11, DirectX 11, DispatchIndirect | 27 Apr 2011

My new side-side project with DirectX 11 is something that has been bothering me for awhile.  Chaining compute shaders with variable length output.  Chaining compute shaders that output the same amount of work is trivial, in fact, you’d likely just merge the code into one uber compute shader. One…

Subsurface Scattering Volumes

Nick Darnell on DirectX 11, Graphics, Ideas, Rendering, Subsurface Scattering, Subsurface Scattering Volumes | 12 Apr 2011

I didn’t get to see many sessions at GDC this year.  One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look” given by Colin Barré-Brisebois.  However, I read over the slides online…

Ambient Occlusion Volumes [Picture Timeline]

Nick Darnell on Ambient Occlusion, Ambient Occlusion Volumes, AOV, DirectX 11, Graphics, Rendering | 06 Jan 2011

One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11.  It’s looking pretty good now, but I thought I might share my pictorial development history.  After getting it working I had a few ideas…

Hierarchical Z-Buffer Occlusion Culling - Shadows

Nick Darnell on DirectX 11, DirectX 9, Graphics, Hierarchical Z-Buffer, Hiz, Occlusion Culling, Rendering, Shadows | 05 Jul 2010

After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB).  The purpose of mentioning the paper CC Shadow Volumes, was just to point out the source that gave them the inspiration.  Their solution to culling…

Hierarchical Z-Buffer Occlusion Culling

Nick Darnell on DirectX 11, DirectX 9, Graphics, Hierarchical Z-Buffer, Hiz, Occlusion Culling, Rendering | 27 Jun 2010

While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would be fun to try it out.  The hierarchical z-buffer solution presented at GDC borrows heavily from this paper, Siggraph…

Page 1 of 1
Theme Attila by zutrinken Published with Ghost