Media Summary: El ejemplo más básico de tessellation, hull shader y domain shader. Subdivide cada triángulo original en otros triángulos usando ... contant buffer in vertex shader is not getting updated! This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some shadows rendering first.

Shadowmaps Using Slimdx Dx11 - Detailed Analysis & Overview

El ejemplo más básico de tessellation, hull shader y domain shader. Subdivide cada triángulo original en otros triángulos usando ... contant buffer in vertex shader is not getting updated! This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some shadows rendering first. This is render from my bacholeor thesis "Point based rendering". Building rendered is 3D laser scan of czech national theater. I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Now the entire view frustum is shadowed by 3 cascades. Works quite well even

Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY. Its been a very long time between updates, I have stoped

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ShadowMaps Using SlimDX DX11
SlimDX - DirectX 11 - Normal Mapping
DirectX 11 - Softening shadows by exploiting hardware filtering
SlimDX - DirectX 11 - Basic Tessellation
SlimDX - DirectX 11 - BoundingSphere
DirectX 11 Shadow Mapping
SlimDx Direct3D11 Constant Buffer Mapping Problem
DX11 Milestone - Shadow Mapping
point based rendering in SlimDX
Sample Distribution Shadow Mapping - DirectX 11
Cascaded shadow maps (DX11)
Omnidirectional Shadow Mapping DirectX 11
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ShadowMaps Using SlimDX DX11

ShadowMaps Using SlimDX DX11

Just a quick

SlimDX - DirectX 11 - Normal Mapping

SlimDX - DirectX 11 - Normal Mapping

Normal Mapping implementation in

DirectX 11 - Softening shadows by exploiting hardware filtering

DirectX 11 - Softening shadows by exploiting hardware filtering

Making low-res non-cascaded

SlimDX - DirectX 11 - Basic Tessellation

SlimDX - DirectX 11 - Basic Tessellation

El ejemplo más básico de tessellation, hull shader y domain shader. Subdivide cada triángulo original en otros triángulos usando ...

SlimDX - DirectX 11 - BoundingSphere

SlimDX - DirectX 11 - BoundingSphere

BoundingSphere implementation in

DirectX 11 Shadow Mapping

DirectX 11 Shadow Mapping

A simple example of shadow mapping in

SlimDx Direct3D11 Constant Buffer Mapping Problem

SlimDx Direct3D11 Constant Buffer Mapping Problem

contant buffer in vertex shader is not getting updated!

DX11 Milestone - Shadow Mapping

DX11 Milestone - Shadow Mapping

This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some shadows rendering first.

point based rendering in SlimDX

point based rendering in SlimDX

This is render from my bacholeor thesis "Point based rendering". Building rendered is 3D laser scan of czech national theater.

Sample Distribution Shadow Mapping - DirectX 11

Sample Distribution Shadow Mapping - DirectX 11

I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ...

Cascaded shadow maps (DX11)

Cascaded shadow maps (DX11)

Now the entire view frustum is shadowed by 3 cascades. Works quite well even

Omnidirectional Shadow Mapping DirectX 11

Omnidirectional Shadow Mapping DirectX 11

Music: "Rewound" by Chris Zabriskie From the Free Music Archive: https://freemusicarchive.org/ CC BY.

SharpDX - DirectX 11 Deferred Renderer

SharpDX - DirectX 11 Deferred Renderer

Its been a very long time between updates, I have stoped