13 years, 9 months ago
Highlights
To be more specific: The (maybe nonworkable) idea is to be able to create a very high-res model in a sculpting application; and a very (as in very,very) coarse base model;…
13 years, 9 months ago
13 years, 9 months ago
Does anybody have an experience with a good working pipeline for DX11 style tessellated character? I mean from the selection of the tessellation method, the assets creati…
13 years, 9 months ago
Hello, I decided to implement the object based motion blur the 'DX10' way (with geometry shader, vs the velocity texture). I read the docs for DX10 SDK sample; they were…
14 years, 7 months ago
Hi, after trying out several Shadow mapping algorithms, I settled for Paraboloid/Dual paraboloid shadow mapping. However, I have a problem - all the shadows I get are a bit "cur…
18 years, 7 months ago
Latest Activity
See all in DiscussionsTo be more specific: The (maybe nonworkable) idea is to be able to create a very high-res model in a …
13 years, 9 months ago
To be more specific: The (maybe nonworkable) idea is to be able to create a very high-res model in a …
13 years, 9 months ago
Does anybody have an experience with a good working pipeline for DX11 style tessellated character? I mean from the …
13 years, 9 months ago