This sample shows how to use atimgpud.dll
library to detect the number of installed GPUs.
*new 64 bit and static library support for CrossFire
detection library.
This sample implements two methods of
resolving a multisampled HDR render target; a traditional
approach with resolve followed by tone-mapping, and the
post-tonemap resolve where resolve follows the tonemap.
This sample implements a real-time GI solution by sampling the scene lighting into cubemaps at probe locations in a grid across the scene and converting the resulting lighting function into SH coefficients for indirect lighting. The geometry shader is used to accelerate the process by rendering to 30 cubemap faces in a single pass.
This sample demonstrates hardware shadow mapping on ATI hardware with support for Fetch4 depth texture sampling. Note that percentage-closer-filtering (PCF) is implemented in the shader with fewer taps.
This paper discusses general optimization hints and best practices for programming the latest ATI Radeon HD 2000 series hardware. It covers topics such as shaders, texturing, z optimizations, D3D10 optimizations etc.
This paper goes through the Z optimizations in current and earlier hardware. It explains the technical details behind techniques such as Hierarchical-Z and Early-Z and discusses the how to best utilizing these hardware optimizations.
Trying to manage all those buffers and surfaces can be daunting. This paper aims to provide a bit of insight and help you order your resource allocations for maximum efficiency.
PBuffers served as the render-to-texture method for many years, but carried with them certain limitations. Framebuffer objects provide a more flexible, faster way to render to offscreen surfaces and don't carry with them all the baggage of pbuffers. This paper shows exactly how to make effective use of FBOs in great detail!