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Type: Posts; User: paintor

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  1. Re: volume rendering - working out tangent space

    Yes, this is correct. i already have methods such as iso-surfacing with lighting working for volumes with a normal worked out with central differences.

    Ideally i would like to port existing...
  2. Re: volume rendering - working out tangent space

    Thanks,

    From looking at the code it seems that the three vertices of a triangle are used to arrive at the tangent vector.

    I dont have a triangle mesh of any sort, instead just a scalar field....
  3. volume rendering - working out tangent space

    Hi, i have been looking into normal mapping, and with geometry it seems that the tangent and binormal are passed into hardware and computed from the mesh.

    I was wandering if it is possible to...
  4. Re: clamping with linear filter on float textures broken?

    Yes, i am using fp16, additionally i have removed the FBO and the same results occur. So my assumption is still that clamp to edge does not work correctly for floating point textures (at least ones...
  5. Re: clamping with linear filter on float textures broken?

    Hi, i have the same problem. My issue does require clamp to edge with float textures because it is a single 3D texture being volume rendered. The volume has distance field information and thus around...
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    Image order volume rendering

    Hi,

    I've implemented several volume rendering algorithms and am currently trying to implement Kruger and Westermanns multiple pass approach on the GPU.

    I'm having trouble getting the early z...
  7. Thread: Volume Render

    by paintor
    Replies
    4
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    405

    Re: Volume Render

    Hi,

    there are a variety of differing approaches to volume rendering on the gpu, it depends on your target hardware. if you want it to work on most modern hardware then a bunch of slices being...
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    Re: Simplex noise in GLSL

    Hi, just ran it on my GeForce 6800 GT, i got around 880 fps in the default window
  9. Replies
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    Re: Simplex noise in GLSL

    Im not currrenly in front of my GeForce 6800 GT but will run the tests later today. Id like to comment on nvidia implementing there GLSL compiler alongside their CG compiler. if you develop on nvidia...
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    Looping in fragment programs

    Hi, i was wandering if anybody had come accross a problem (i think specific to the 65 release drivers from nvidia) with using the "break" keyword in loops.

    i get a very strange 999 error message....
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    Re: attribute arrays

    support for uniform arrays is limmited in fragment shaders. If the compiler cannot unroll the loop and give hard coded adderssing for the array elemnts at compile time it will fail. you are not...
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    Re: Floating point textures and GLSL

    Hi, actually what i am doing is using this texture as sort of raw data, and deciding whether to process this particular fragment, i then go on to do colouring in a different way, that uses a [0,1]...
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    Floating point textures and GLSL

    Hi,

    I've been trying to implement 16 bit float pbuffers with 16bit float textures. As i understand it you are no longer clamped to the [0,1] range with such textures using ATI_texture_float...
  14. Replies
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    Re: Hardware noise() support?

    Yes i was referring to perlins hardware noise. I too cant wait for somebody as well as 3d labs to implement this (NVIDIA, you are pretty good at bringing these things out quick, ATI you usually...
  15. Re: Render scene to a bitmap rendering context

    perhaps you could generate your image to the screen in the standard way, using a standard rendering context, and then use glReadPixels to grab the frame buffer data, and use this information for...
  16. Replies
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    Re: glut.h and new NVIDIA Card

    actually, this site is the best place to find glut information. as you might be aware they stopped releases of glut some time ago. there is a linux and windows version, as well as others for sgi's...
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    Re: New 16 and 32 bit float textures and speed

    thanks for your responses

    Ok that sounds good to me. From what i was hearing i thought FP 16 bit texturing was fudged in the drivers (which goes against the grain somewhat! accoding to nvidia...
  18. Re: OpenGL access to 64bit (16bit per channel) texturing , filteriing and blending

    thanks, thats what i needed to know !
  19. OpenGL access to 64bit (16bit per channel) texturing , filteriing and blending

    Hi,

    I have been working on getting textures of 16bit precision per channel recently, playing with pbuffers etc.

    I was reading an nvidia document that claims the following
    am i correct in...
  20. Replies
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    Re: New 16 and 32 bit float textures and speed

    Hi, um basically i have used float 16 texturing, and havent set up any buffers to render to (other than the standard pipeline) as an after thought i thought i might have to do this (and i dont know...
  21. New 16 and 32 bit textures and float buffers, speed and method

    Hi, can i refer you to this topic, which i think i probably posted in the wrong forum (sorry) Post on OGL shader forum

    Im interested in speeds concerned with using new float textures and also...
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    Re: New 16 and 32 bit float textures and speed

    also, having thought of it, is there any additional setup to make the frame buffer accept 16 bit floats, i.e. if i just set the textures internal format, does it then get clamped back to 8 bit...
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    Re: Float extensions are out...

    Hi, im interested in trying out these extensions, I am a registered developer, but my drivers dont report support for these extensions, and also the latest glext.h doesnt appear to have the new...
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    New 16 and 32 bit float textures and speed

    Hi,

    Im sure i've read the answer to this somewhere before, but i cant find it, so im going to (maybe) repost

    When using GL_RGBA_FLOAT16_ATI i get a huge performance hit on 3d Texturing, in both...
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    Dynamic branching in FP's

    Hi,

    Im looking at implementing an algorithm on the new GeForce 6800. I havent got one yet, and i was wondering if somebody could tell me if the hardware supports for loops. if it does, can you...
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