Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: chrisATI

Page 1 of 2 1 2

Search: Search took 0.09 seconds.

  1. Replies
    19
    Views
    4,774

    Re: Water surface rendering

    Have you considered using an EMBM type effect? This would allow for per-pixel water surface normals rather than the per-vertex normals that you are using to index the cubemap. Scrolling bump maps...
  2. Replies
    4
    Views
    217

    Re: help with ati_embm

    There is a sample app, with source, that uses this extension as well as the render-to-texture extension on the ATI Developer's site:
    http://www.ati.com/developer/ATI_EMBM.html

    -chris
  3. Replies
    6
    Views
    437

    Re: Dynamic Texture Space

    Personally, I just use the 3x3 Rotation portion of the skinning matrix to rotate the Normal, Binormal and Tangent in the vertex shader. This works nicely.

    -Chris
  4. Replies
    2
    Views
    182

    Re: automatic mipmap generation

    same goes for radeon7500 (r100) and up.
  5. Re: Discussion about plastic bump mapping ...ooops ...dot3 bump mapping

    There are some methods for computing more realistic diffuse lighting (even non-local diffuse effects seen in offline global illumination rendering). One way is through the use of precomputed...
  6. Replies
    5
    Views
    279

    Re: Accessing the rendering backbuffer

    well, it really depends on what type of filters you wish to apply. i've seen plenty of image filters applied with fragment shaders and rendered with full hardware acceleration. you can do this by...
  7. Replies
    22
    Views
    1,736

    Re: Shadow Volumes with Animated Meshes

    You need to rotate the normals using the bone matrix before doing your N.L test.
  8. Replies
    10
    Views
    1,568

    Re: Generate heightmap from a picture?

    if you're not too worried about it being absolutely correct, you could calculate the gradient vector at each pixel to determine the "normal" at a given pixel. i believe that is what this app does: ...
  9. Replies
    48
    Views
    6,442

    Re: The RenderMonkey approach

    That document was about designing the Shader Library component for a game engine. It was based on the Shader Library we use for our demo engine. RenderMonkey isn't a Shader Library, it's a tool for...
  10. Replies
    48
    Views
    6,442

    Re: The RenderMonkey approach

    rendermonkey will run on any hardware. however it won't be very interesting on a gf4mx seeing as this hardware doesn't support shaders.

    the documentation is available as a pdf on the web page: ...
  11. Replies
    48
    Views
    6,442

    Re: The RenderMonkey approach

    1) i can't find this in the document. perhaps you are confusing stream mapping??

    2) the model loader module is responsible for providing this data to rendermonkey. rendermonkey then builds it's...
  12. Replies
    48
    Views
    6,442

    Re: The RenderMonkey approach

    rendermonkey can indeed compile RenderMan shaders but this functionality is not exposed in the current beta. i'm not sure when this functionality will be exposed (it's gated by DirectX 9.0). as for...
  13. Thread: Dynamic Range

    by chrisATI
    Replies
    27
    Views
    5,771

    Re: Dynamic Range

    this is just an idea that occured to me a moment ago. if you had a frame buffer that stored 32bit floats in the range [0, 2] this would provide the high range you're looking for. by clamping the...
  14. Thread: RenderMonkey

    by chrisATI
    Replies
    6
    Views
    248

    Re: RenderMonkey

    RenderMonkey has not been released yet, so there is no link to the executable. Many of the effects that are demonstrated in that presentation can be implemented on the Radeon8500... I have...
  15. Thread: RenderMonkey

    by chrisATI
    Replies
    6
    Views
    248

    Re: RenderMonkey

    RenderMonkey™ - SIGGRAPH 2002 Presentation
  16. Thread: Dot3 Specular

    by chrisATI
    Replies
    5
    Views
    675

    Re: Dot3 Specular

    to approximate (N.H)^16 for specular lighting, you can use:

    ((N.H)^2 - 0.75)*4

    If you look at a graph of the above function over the domain [0.0, 1.0] it looks pretty close to f(x)=x^16

    ...
  17. Replies
    10
    Views
    972

    Re: Water reflections

    I noticed on your webpage that you are uploading a bump map every frame? For a lot of our water effects we usually scroll two copies of the same bump map in different directions, sum and average...
  18. Re: Z Fighting - I know, I know, use polygon offset, but...

    what are you using for your near and far clip planes?
  19. Replies
    11
    Views
    1,004

    Re: dot3 and bumpmaps...

    The normals in the normal map are in tangent space (or texture space if you prefer). You must rotate your light vector into tangent space before doing the dot product. Search this forum for...
  20. Thread: Attenuation

    by chrisATI
    Replies
    4
    Views
    110

    Re: Attenuation

    I haven't read the Frazier paper but one way to do it is as follows:

    l = vector from light to vertex
    a = constant attenuation term (how far from light source must you be to get full attenuation)...
  21. Replies
    6
    Views
    852

    Re: Elastic String Simulation

    You may find this paper useful in solving your problem:

    Physically Based Modeling: Principles and Practice (Online Siggraph '97 Course notes): ...
  22. Replies
    6
    Views
    303

    Re: Render to texture

    You could render to an off screen buffer (pbuffer) and then bind this buffer as a texture. Here's a white paper describing this technique:
    ...
  23. Replies
    46
    Views
    8,990

    Re: Reading the framebuffer - fast

    as a point of interest, this code path (glReadPixels) is accelerated on Radeon cards. It runs quite fast on Win2k and WinXP and acceleration will be in Win9x drivers Real Soon Now.
  24. Replies
    2
    Views
    168

    Re: Vertex/pixel shaders

    You can find a lot of information here (sample apps and white papers describing shaders): www.ati.com/developer

    More specifically, there is an OpenGL sample app using vertex & fragment shaders...
  25. Re: Streching a texture over multiple triangles?

    doh! http://www.opengl.org/discussion_boards/ubb/smile.gif i was thinking about d3d!
Results 1 to 25 of 44
Page 1 of 2 1 2