10 Fun Things to do with Tessellation
Hardware tessellation is probably the most notable feature of Direct3D11. Direct3D11 was announced at the last Gamefest and a technical preview was released in ...
Hardware tessellation is probably the most notable feature of Direct3D11. Direct3D11 was announced at the last Gamefest and a technical preview was released in ...
Since my Gamefest talk I’ve received numerous questions about the ownership-based zippering algorithm that I proposed. So, I’ll try to explain it in more detail...
Subdivision Shading is a new approach to compute normal fields of subdivision surfaces that was presented at SIGGRAPH Asia 2008. It’s a very simple idea that pr...
One of the problems when implementing displacement mapping is dealing with texture seams. Texture seams are discontinuities in the parameterization. These disco...
I just realized that Microsoft recently released the Gamefest presentations, and that most of them are accompanied with audio recordings, including my talk abou...
I just published the immediate mode user interface (IMGUI) toolkit that we are using in our latest OpenGL SDK examples. The purpose of the SDK examples is to sh...