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MirekCerny

Member Since 16 Aug 2007
Offline Last Active Yesterday, 12:54 PM
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Topics I've Started

Pipeline for tesselated character

03 January 2013 - 04:42 AM

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 creation tools, a tool to create and bake the displacement/normal map etc.

 

I'd like to include some (in fact, a lot of) tessellation in an engine, but I keep running into dead ends (lack of supporting tools, glitches and artifacts etc), so I'd treasure an info from somebody who actually got it working.

 

Thanks.

 

 


DX10 motion blur

04 March 2012 - 01:16 PM

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 clear enough - first you amplify the geometry "on both sides" using geometry shader, then you have to blur the texture for said geometry using anisotropic filtering.

However, when I took a look at the sample, it looked fishy. I checked the source, and found out they were not amplifying geometry AND bluring the texture; they were EITHER amplifying the geometry, OR bluring the texture, which doesn't make much sense?

Does anybody know what is going on here? What is the right way to do this?

Or rather, what is the best way to implement object based motion blur (real-time) for DX11 hardware?

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