More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
140 141 142 143 144 145
146 147 148 149 150 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365
Query Failed
gop
Monday, April 14, 2008
[quote]
You'll need a DX10.1 card (Radeon HD 3000 series only right now)
[/quote]
Nop... the S3 Chrome 430GT is DX10.1 too and costs 59$

Humus
Monday, April 14, 2008
Well, I haven't made any serious comparisons. Quality-wise it's likely a bit worse than those, but performance-wise many times faster. This is meant to be used in real-time, whereas Nvidia's compressor tool (although it can use the GPU) is still an offline compressor.
mouse
Sunday, April 13, 2008
So how good is it? What's the RMS? How does it compare to e.g. Squish and the NVIDIA CUDA compressor?
sqrt[-1]
Sunday, April 6, 2008
Narr, he is just creating a rival Google earth - abit a bit more slowly...
eXile
Sunday, April 6, 2008
If you continue creating that many cubemaps, we'll soon be able to click us in Myst-style through whole Sweden :P
Humus
Friday, April 4, 2008
Serdar,
I usually don't keep track of what changes I do. You best bet if you want to merge it with any of your own changes is to use a Diff tool, like WinMerge (haven't used it myself so I don't know how good it is).
bubu,
The tonemap operator I use roughly matches what cameras do. The trick is selecting a good exposure. In this demo I just let the user set it so you can see how the effect of the custom resolve changes as you change exposure.
I'm not convinced that histogram based methods neccesarily are better.
Vilem Otte,
It should be fast for complex scenes. In fact, since this just changes the resolve and not the scene rendering it will have less performance impact with complex scenes than on simple scenes.
Vilem Otte
Thursday, April 3, 2008
Demo looks really nice. Anyway will this algo be fast enough to use with high complexity scene at high framerate (F.e. in games)?
and of course me hopes to o see more OpenGL demos too.
Btw. Good luck in your new apartment ;-)
bubu
Sunday, March 30, 2008
Humus... why you don't use logarithmic/exponential exposure better? I find the 1.0f - exp(-col*exposure) too color-destructive.
Perhaps would be better to apply some kind of histogram like Valve does or a Reinhard's operator.
More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
140 141 142 143 144 145
146 147 148 149 150 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365