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Member Since 26 Jul 2012
Offline Last Active Nov 01 2015 07:18 AM

Posts I've Made

In Topic: Accumulate color value along x-axis

24 August 2015 - 12:19 PM

Gonna try "Fast Summed-Area Table Generation and its Applications" (http://developer.amd.com/wordpress/media/2012/10/Hensley-SAT(EG05).pdf). I hope the cost for swapping render targets is no very high, I will test different sample widths and look what works for me. Thanks for all replys, I'm still very new to HLSL and sometimes don't know how to solve problems with it.

In Topic: Accumulate color value along x-axis

22 August 2015 - 07:07 AM

Thanks for your reply! I saw a similar approach utilizing bi-lerps for performant gaussian blur.

Regarding mipmaps: is there a way to use them for non-square blocks? I would like so read blocks of the x-axis only, without values from adjacent lines. This would decrease the number of rays resulting in artifacts.

In Topic: Terrain Generation

04 January 2015 - 10:28 AM

You might want to look at this tutorial.

In Topic: 2D Motion Blur Shader

06 November 2014 - 02:53 PM

This does not produce what I expected :( the objects aren't streched, but rather change in opacity. Is there no way to do it like PAINT.NET? there is a motion blur that stretches the object. But it is really slow so I think it is not done by a O(n) fragment shader

In Topic: 2D Motion Blur Shader

05 November 2014 - 11:56 PM

Thanks, I think I understood it. Will try this today!