This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
Updated DirectX* 11 Sample Available!!!
This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
I've been messing around with the new Flip Presentation Model introduced in Windows* 8 (and on Windows* 7, with the Platform Update). I'll have
How to implement high-quality light scattering effects into large outdoor environments in real time.
Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Using Pixel Shader Ordering a, DirectX extension, Cloud Rendering is vastly improved with better outdoor lighting technology.
Provides instructions and samples for clustered shading in Android*.