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1-10 of 11-
Penumbra Construction
xITguy
122 views
Penumbra area construction in geometry shader using Direct3D 11.
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Penumbra Construction
xITguy
89 views
Penumbra area construction in geometry shader using Direct3D 11.
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Order Independent Transparency (D3D 10 vs 11)
xITguy
331 views
OIT technique implemented through stencil routed K-buffer and linked-list A-buffer. The latter gives 3.5x speedup over the former.
Video recorded on Mobile Radeon HD 433...
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Order Independent Transparency (D3D 10 vs 11)
xITguy
209 views
OIT technique implemented through stencil routed K-buffer and linked-list A-buffer. The latter gives 3.5x speedup over the former.
Video recorded on Mobile Radeon HD 433...
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Z-Trek soft shadows demo - one static light source
xITguy
238 views
Video from my old Z-Trek engine demo (2007). This OpenGL-based demo shows soft stencil shadows implemented via penumbra wedges algorithm. It works in real-time on modern GP...
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Z-Trek soft shadows demo - two light sources
xITguy
168 views
Video from my old Z-Trek engine demo (2007). This OpenGL-based demo shows soft stencil shadows implemented via penumbra wedges algorithm. It works in real-time on modern GP...
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Z-Trek soft shadows demo - one light source
xITguy
207 views
Video from my old Z-Trek engine demo (2007). This OpenGL-based demo shows soft stencil shadows implemented via penumbra wedges algorithm. It works in real-time on modern GP...
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q3dm6 double rocket jump
xITguy
71 views
My exercises in classic Q3A 1.31.
Double jump on rocket launcher from the ground to the bridge.
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OIT/A-buffer demo
xITguy
147 views
OIT/A-buffer demo running on Radeon HD 5770.
Shows standard blending of multiple surfaces without sorting and accurate blending using per-pixel sorting.
Uses DirectCo...
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q3dm6 Jackie Chan trick
xITguy
145 views
My exercises in classic Q3A 1.31.
"Jackie Chan" trick. Normally it is impossible to reach Personal Teleporter jumping from the ground, but I used the wall to push up. A...
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