Sunday, May 12, 2013

Compute Shaders - Overview and theory

The compute shaders in both DirectX and OpenGL allow us to use the GPU in a way that is not pipelined as object->primitive->pixel.
In one sentence, what they allow you to do is dispatch an arbitrary number of GPU computing threads that operate in an arbitrary way on resources.

Monday, May 6, 2013

GR Graphics - Post Processing

The conceptually and temporally final step before display on the screen, which is also optional but practically ever-present in modern graphics, is post-processing.

Post processing is basically any processing that happens after you create a ready - to - display 2D image from your 3D model data. HLSL and GLSL gives you a very convenient place to perform that post processing in the pixel shader.

Thursday, May 2, 2013

Deferred shading - Dealing with low precision normal artifacts

While the G-Buffer format I described at the previous post was quite workable, after careful examination, in close-ups, some artifacts DID pop up.


As in most "real" detective stories, the culprit is really the "obvious" candidate. Obvious?