Tutorials

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Note

Before running these samples for the first time, it's recommended to run KGEConfig, which is provided by KlayGE, to complete the configuration first.


Distance mapping

Distancemapping

Distance mapping from chapter 8 of GPU Gems 2. In pixel shader, precomputed distance field is used to do local sphere ray tracing. The extension here is the silhouette can be presented well.

Techniques

  1. Distance mapping
  2. Silhouette detection
  3. Normal map compression (since 3.4.0)

Requirements

  • Geforce FX+ or Radeon 9500+. Geforce 6+ recommended.

Rendering plugin supported

  • D3D11/OpenGL/OpenGLES2.

Fractal

Fractal

Calculate fractal on GPUs.

Techniques

  1. Ping-pong buffers

Requirements

  • Geforce FX+ or Radeon 9500+. Geforce 6+ recommended.

Rendering plugin supported

  • D3D11/OpenGL/OpenGLES2.

Refract

Refract

Refraction rendering. Fresnel and dispersion are supported.

Techniques

  1. Reflection, refraction and fresnel
  2. Dispersion
  3. HDR rendering
  4. Tone mapping
  5. HDR texture compression
  6. Dual face refraction

Requirements

  • Geforce FX+ or Radeon 9500. Geforce 6+ recommended.

Rendering plugin supported

  • D3D11/OpenGL/OpenGLES2.

Vertex displacement

Vertex displacement

Calculate position and normal displacement in vertex shader.

Techniques

  1. Vertex displacement
  2. Directly compute normal by derivative function.

Requirements

  • Geforce 4 Ti+ or Radeon 9200+.

Rendering plugin supported

  • D3D11/OpenGL/OpenGLES2.