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mdkdy
  • Member for 7 years, 11 months
  • Last seen this week
0 votes
1 answer
331 views

Do bindless textures overcome the limit of GL_MAX_TEXTURE_IMAGE_UNITS?

1 vote
0 answers
91 views

Temporal reprojection of specular reflection - finding previous frame color

1 vote
2 answers
887 views

Using imageLoad/imageStore to perform atomic add

4 votes
2 answers
2k views

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

5 votes
1 answer
550 views

Binary scene voxelization using imageStore - problem

2 votes
0 answers
192 views

Triplanar UV unwrapping - overlapping triangles

5 votes
1 answer
432 views

Volumetric integration in Frostbite

1 vote
0 answers
597 views

Nearest depth upsampling

2 votes
0 answers
101 views

Artifacts (numerical errors?) in rasterisation renderer

2 votes
1 answer
126 views

Multiplication of SH coefficient sets representing occlusion and color

4 votes
1 answer
1k views

Using RGB texture format for image load/store

7 votes
2 answers
905 views

Selection of GI techniques working in real time

3 votes
1 answer
862 views

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

4 votes
1 answer
1k views

Exponential shadow maps sampling with PCF for sampler2DShadow instead of sampler2D

3 votes
1 answer
274 views

setting up integer texture and binding as image pt. 2

3 votes
2 answers
3k views

Setting up integer texture and binding as image

4 votes
2 answers
484 views

Frustum aligned volume integration - aliasing issue - temporal reprojection

8 votes
1 answer
217 views

searching for acceptable quality shadow mapping techniques

3 votes
1 answer
952 views

ping pong between same framebuffer two color attachments

6 votes
1 answer
862 views

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