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mdkdy
  • Member for 7 years, 3 months
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8 votes
1 answer
209 views

searching for acceptable quality shadow mapping techniques

7 votes
2 answers
898 views

Selection of GI techniques working in real time

5 votes
1 answer
407 views

Volumetric integration in Frostbite

5 votes
1 answer
750 views

mapping 3d texture on view frustum (or part of it)

5 votes
1 answer
541 views

Binary scene voxelization using imageStore - problem

4 votes
2 answers
1k views

Transforming fragment-to-camera to tangent space for parallax occlusion mapping

4 votes
1 answer
946 views

Exponential shadow maps sampling with PCF for sampler2DShadow instead of sampler2D

4 votes
1 answer
1k views

Using RGB texture format for image load/store

3 votes
1 answer
790 views

Can I use QueryPerformanceCounter to measure single draw or compute call performance?

3 votes
1 answer
904 views

ping pong between same framebuffer two color attachments

3 votes
2 answers
455 views

Frustum aligned volume integration - aliasing issue - temporal reprojection

3 votes
2 answers
3k views

Setting up integer texture and binding as image

3 votes
1 answer
260 views

setting up integer texture and binding as image pt. 2

2 votes
1 answer
124 views

Multiplication of SH coefficient sets representing occlusion and color

2 votes
0 answers
96 views

Artifacts (numerical errors?) in rasterisation renderer

2 votes
0 answers
189 views

Triplanar UV unwrapping - overlapping triangles

1 vote
0 answers
67 views

Temporal reprojection of specular reflection - finding previous frame color

1 vote
0 answers
541 views

Nearest depth upsampling

0 votes
1 answer
254 views

Do bindless textures overcome the limit of GL_MAX_TEXTURE_IMAGE_UNITS?

0 votes
2 answers
753 views

Using imageLoad/imageStore to perform atomic add