"When I despair, I remember that all through history the way of truth and love has always won. There have been tyrants and murderers and for a time they seem invincible, but in the end, they always fall -- think of it, ALWAYS"
- Mohandas K. Gandhi
More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 131 ... 141 ... 151 ... 161 ... 171 ... 181 ... 191 ... 200 201 202 203 204 205 206 207 208 209 210 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 ... 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 371 ... 381 ... 391 ... 401 ... 411 ... 421 ... 431 ... 438
Query FailedGr�gory
Thursday, February 5, 2009

btw, are you far from publishing a demo using it?

dvoid
Sunday, February 1, 2009

Really nice blog

// dvoidis.blogspot.com

sqrt[-1]
Saturday, January 31, 2009

Thanks, This is a really useful tip.

Wheret
Friday, January 30, 2009

I like that AMD added SV_Coverage output to GLSL as well (gl_Coverage).

Humus
Thursday, January 29, 2009

That would probably work. I assume it doesn't have to be put across a corner like that, because that wouldn't work for me, but if I can put it on a desk edge it might work.

Humus
Thursday, January 29, 2009

Alpha-to-coverage already looks kinda noisy at a distance, so it doesn't change much in that respect. It is slightly noisier right now, but that could probably be fixed by adjusting the pseudo-random function. Alternatively one could tighten it like I did in my alpha-to-coverage demo:
http://www.humus.name/index.php?page=3D&ID=61
At least for the minification case that would probably be a good idea.

Performance-wise it's of course a bit worse. In this test case I'm only outputting a textured quad, and alpha-to-coverage is 1.09ms vs 1.99ms for this technique. The alpha-to-coverage case is a single instruction shader whereas this technique requires 10. It should be mentioned that it's kind of a worst case shader as well with all of those 10 instruction slots only utilizing a single scalar, so the ALUs are used to 1/5 the theorethical max on my 3870x2. In a full-blown shader it would probably not add much to the total instruction count.

Vil�m Otte
Thursday, January 29, 2009

Nice idea, I haven't tried it yet, but imagine that you have some objects pretty far from your position - wouldn't it look more noisy?
Also can you give us how was it with performance - with/without custom alpha to coverage?

Chris
Tuesday, January 27, 2009

Perhaps http://www.amazon.com/Ziotek-LCD-MONITOR-SHELF-BLACK/dp/B000BSN166

More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 131 ... 141 ... 151 ... 161 ... 171 ... 181 ... 191 ... 200 201 202 203 204 205 206 207 208 209 210 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 ... 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 371 ... 381 ... 391 ... 401 ... 411 ... 421 ... 431 ... 438