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Type: Posts; User: stefan

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  1. Replies
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    Thank you both. I guess I'll have to try and...

    Thank you both. I guess I'll have to try and measure...

    The first thing I tried were UBOs and the result is disappointing.
    If I run my demo with just a simple diffuse shader I'm rendering 179...
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    Performance advise for OpenGL 4+ ?

    Dear all,

    I'm about to refactor my 3d demo project. It was born about the time OpenGL 1.5 was considered modern. Since then some modern functionality has been added (VBO, floating point textures,...
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    Re: GL_FLOAT_RG32_NV on nvidia

    I managed to bind GL_FLOAT_RG32_NV but it seem I must use a texture rectangle as the target.

    When I'm running on linux with beryl (a window manager using in my case some FBOs) and trying to bind a...
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    GL_FLOAT_RG32_NV on nvidia

    I want to store 2 32 bit floats in a fbo. GL_FLOAT_RG32_NV or GL_LUMINANCE_ALPHA32F_ARB sound like the perfect choice, but I found some older threads that make me think that both actually map to...
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    Re: how to make shadows in 2007

    VSM sound interesting because they promise to allow high quality and fast filtering and reduce projection aliasing. But I have to admit that my implementation was both very slow in comparison to a...
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    Re: how to make shadows in 2007

    Actually I don't agree. Cascaded Shadow Maps have become popular in the last 2 years, VSM have been introduced 2006 and I think quite a few interesting questions arise:
    Render to a standard depth...
  7. Re: Best Notebook computer for Shader Development

    Ironically yes - ever since I started with linux this was no issue on linux (Geforce 5200 Go - 7900 Go)
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    Re: improved shadowmapping

    I'm very anxious to hear more details!
    What warping function do you apply (a 2d function like suggested in the thread)?
    Obviously 2d warping introduces z interpolation errors - how bad are they? ...
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    Re: suppress self shadows

    Add an appropriate value to the z-coordinate of the shadow volumes in eye view (the simplest solution is to use glPolygonOffset() with a factor of 0 and a high value for units)
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    Re: suppress self shadows

    From the lenghty discussion I remember there were some problems with this technique (especially with concave objects) that were unsolved. Has that changed?

    After all the things I tried I really...
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    Re: suppress self shadows

    If you use a very large polygon offset (or a vertex program) to push just the z-value of the shadow volumes to the back you can avoid 99% of all popping artefacts.
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    Re: NV_depth_clamp and Stencil Shadow Volumes

    I hoped someone who really knows would answer this question, but this hasn't happened yet. So I'll say something (that might be corrected by that person ;-)

    First I don't think that subsequent...
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    Perspective Cube Shadow Maps

    (I've asked this question some time ago on gamedev but haven't got any answer that helped me so I'm posting this question here - hope you don't mind)

    Chapter 14 of GPUGems describes (at least a...
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    Re: nivida drivers linux

    Cool, they released it yesterday.
    http://www.nvidia.com/object/linux_display_ia32_1.0-7664.html
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    Re: Blur offscreen buffer (Soft Shadows)

    @burnettryan: I've implemented it that way (I'm not in front of the program so I just hope I don't lie):
    1. Draw the scene as usual from the light view into a pbuffer and store the depth values
    2....
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    Re: Blur offscreen buffer (Soft Shadows)

    Just as as side note: I implemented soft shadows as described in the article, but it doesn't look really great:
    * Unshadowed regions can suddendly become slightly shaded (you blur no matter how much...
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    Re: glUniform [ i ] fvARB problem

    I seem to have a similar problem (6629 on SuSE 9.2). I fail to set an array with a length greater than 3. Here's the vertex shader:

    void main()
    {
    gl_Position = ftransform();
    }And here the...
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    Re: projected render-to-texture shadows ?

    I took a short look at the paper, but to me - if I understood it correctly - it doesn't look that good.
    Soft shadows must be softer when the distance to the occluder increases (and thus sharp when...
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    Re: Light Space Perspective Shadow Maps

    Thanks for your link, I'll have to take some time to work through it.
    At the first sight, my problem seems to be that the point used for the projection (and used to define the side lines of the...
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    Re: Light Space Perspective Shadow Maps

    Sorry I was a bit unclear. The problem is not the computation of the convex hull, but that the convex hull must be visible from the light view.
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    Re: Light Space Perspective Shadow Maps

    Regarding TSM: For certain positions of the light, the 2d view of the trapezoid becomes almost a rectangle. How do you handle those cases? I didn't find anything in the paper for that case. If I try...
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    Re: finding notebooks support GLSL

    As for nvidia their support for linux is quite good. You have GLSL and drivers run at pretty much the same speed as the windows drivers though some special app specific optimizations may be missing....
  23. NVidia: Bug with texture2DProj and shadow2DProj?

    Maybe I'm doing something very stupid here - but I don't think so....

    All fragment shader with projective samplers or shadow map samplers cause errors on my GeForce Fx 5200 with NVidia 61.06...
  24. Thread: psm

    by stefan
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    Re: psm

    @Gary: Some questions:
    1. First regarding the special projection matrix with Zn=-a and Zf=a. I noticed in your demo something I also needed to tweak and I only understand by now (at least I think...
  25. Thread: psm

    by stefan
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    Re: psm

    I've implemented PSM as described by Gary King ( http://download.nvidia.com/developer/presentations/GDC_2004/GDC2004_PerspectiveShadowMap.pdf ) and it works pretty great. It really solves the...
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