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 article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
The availability of Ultrabook and Win 8 Tablets create a new frontier for PC gaming; one that brings touch and sensors inputs to parity with mouse and keyboard
How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
How to extend light scattering to support spot and point light sources.
This update consists of new features and optimizations which have reduced the total Software Occlusion Culling time and the total frame time by a factor of 4X and 2X respectively.
How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Let’s go back in time for a little perspective.
This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.