Some shaders links
- tuan kuranes
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Some shaders links
As I didn't see a repository of what can be achieve with shaders
I was thinking that I could share some good source code links about shaders, apart from nvidia cg browser or ati sdk :
http://frustum.org/3d/
http://esprit.campus.luth.se/~humus/3D/
Not to mention the "far cry" demo with some impressive shaders in it...
I was thinking that I could share some good source code links about shaders, apart from nvidia cg browser or ati sdk :
http://frustum.org/3d/
http://esprit.campus.luth.se/~humus/3D/
Not to mention the "far cry" demo with some impressive shaders in it...
- sinbad
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- tuan kuranes
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It's Delphi site,
but easy to read as it is opengl calls and often cg...
- Interesting shaders :
depth of field, convolve, non-photo-realistic, cartoon, deferred, shadows, animation interpolation, billboards alignments, self-shadowing bumpmaps, depth peeling, dual paraboloid shadow mapping, image postprocess...
- Some non-shaders demo also interesting as :
hardware occlusion queries for very huge model rendering
Nice papers :
- deferred shading, terrain texturing, impostors...
but easy to read as it is opengl calls and often cg...
- Interesting shaders :
depth of field, convolve, non-photo-realistic, cartoon, deferred, shadows, animation interpolation, billboards alignments, self-shadowing bumpmaps, depth peeling, dual paraboloid shadow mapping, image postprocess...
- Some non-shaders demo also interesting as :
hardware occlusion queries for very huge model rendering
Nice papers :
- deferred shading, terrain texturing, impostors...
- tuan kuranes
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Nvidia just put another shader editor with some sample shaders
Very nice fire, water and refraction.
http://developer.nvidia.com/object/fx_c ... ome.html#2
Very nice fire, water and refraction.
http://developer.nvidia.com/object/fx_c ... ome.html#2
- tuan kuranes
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I'm new to the combination of Ogre and Shaders, so I'd like to ask if its possible to compose shade codes in nVidia's FX Composer and use the compiled cg file in ogre?tuan kuranes wrote:Nvidia just put another shader editor with some sample shaders
Very nice fire, water and refraction.
http://developer.nvidia.com/object/fx_c ... ome.html#2
- sinbad
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FX composer outputs .fx files, not Cg, and .fx is Direct3D specific, so you can't use them directly. However you can use the HLSL shader code, or convert it to Cg (which is trivial since the HLSL syntax is the same as Cg), and converting the other aspects of .fx like texture bindings, pass settings etc into Ogre .material scripts is pretty easy. I personally played with ATI's RenderMonkey to prototype the Fresnel demo's effects, and the tools have a lot in common (FX Composer was no doubt a response to RenderMonkey).
- tuan kuranes
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Here is an interesting projects with some shaders demo :
Sh is a metaprogramming language for programmable GPUs :
http://libsh.sourceforge.net/shaders/
-Diffuse, Gooch with Silhouette Detection, Environment-mapping, phong, worley (procedural textures generation), perlin noise
- the most original i've ever seen : " Particle System" using GPU as in order to compute gravity and collision (16 000 particles)
-Active project (last release on 16 march)
-The good thing is that you write c++ to generate shaders.
-There is a GPU emulator that can only be used for debugging but is worked to become faster (and be used as a fallback solution)
-zlib/libpng license
- Authors seems to be real expert of graphics... some papers :
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/
("hybrid of the shadow map and shadow volume" technique is the only one I seem to be able to understand... for now
Sh is a metaprogramming language for programmable GPUs :
http://libsh.sourceforge.net/shaders/
-Diffuse, Gooch with Silhouette Detection, Environment-mapping, phong, worley (procedural textures generation), perlin noise
- the most original i've ever seen : " Particle System" using GPU as in order to compute gravity and collision (16 000 particles)
-Active project (last release on 16 march)
-The good thing is that you write c++ to generate shaders.
-There is a GPU emulator that can only be used for debugging but is worked to become faster (and be used as a fallback solution)
-zlib/libpng license
- Authors seems to be real expert of graphics... some papers :
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/
("hybrid of the shadow map and shadow volume" technique is the only one I seem to be able to understand... for now

- tuan kuranes
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Huge list of shaders with source code under zlib license :
http://www.cgshaders.org/shaders/
Procedural & Animated Clouds ,fire , collisions, volume shadows, Soft Shadows from a local non-point light source, Particle System, Tone Shader,Windy Grass, explosions shockwave, sunset, cloud volumes, shadow mapping, sound triggered shaders......
( most binaries needs a nvidia card... but as cg sources provided... little tweaking can lead to binaries under other manufacturers card, here are some intersting conversion performance hints
http://www.beyond3d.com/forum/viewtopic ... =20&t=4386 )
Huge paper repository on advanced uses of GPU :
http://www.gpgpu.org/
collision, particles, fluid simulation...
I found all those links while reading one nvidia's GDC presentation :
http://developer.nvidia.com/docs/IO/823 ... OnGPUs.pdf
(all other GDC are woth the reading :
nvidia's : http://developer.nvidia.com/object/gdc_ ... tions.html
my favourites from ion storm
http://www.ionstorm.com/archives/oldIon ... efault.asp with some definition here
http://gamestudies.cdis.org/~rocketship ... mterms.htm
)
http://www.cgshaders.org/shaders/
Procedural & Animated Clouds ,fire , collisions, volume shadows, Soft Shadows from a local non-point light source, Particle System, Tone Shader,Windy Grass, explosions shockwave, sunset, cloud volumes, shadow mapping, sound triggered shaders......
( most binaries needs a nvidia card... but as cg sources provided... little tweaking can lead to binaries under other manufacturers card, here are some intersting conversion performance hints
http://www.beyond3d.com/forum/viewtopic ... =20&t=4386 )
Huge paper repository on advanced uses of GPU :
http://www.gpgpu.org/
collision, particles, fluid simulation...
I found all those links while reading one nvidia's GDC presentation :
http://developer.nvidia.com/docs/IO/823 ... OnGPUs.pdf
(all other GDC are woth the reading :
nvidia's : http://developer.nvidia.com/object/gdc_ ... tions.html
my favourites from ion storm
http://www.ionstorm.com/archives/oldIon ... efault.asp with some definition here
http://gamestudies.cdis.org/~rocketship ... mterms.htm
)
- tuan kuranes
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Errata : ion storm gdc presentation of 2004 GDC is here : http://www.ionstorm.com/gdc2004/
(more interesting than 2003..)
(more interesting than 2003..)
- tuan kuranes
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Here are ATI gdc 2004 papers :
http://www.ati.com/developer/techpapers.html
my favorite are :
http://www.ati.com/developer/gdc/D3DTut ... hading.pdf
(1920 shaders in the valve source engine !!
and the traditionnal "optimization tips"
http://www.ati.com/developer/gdc/D3D_Tu ... ations.pdf
http://www.ati.com/developer/techpapers.html
my favorite are :
http://www.ati.com/developer/gdc/D3DTut ... hading.pdf
(1920 shaders in the valve source engine !!
and the traditionnal "optimization tips"
http://www.ati.com/developer/gdc/D3D_Tu ... ations.pdf
- tuan kuranes
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- tuan kuranes
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- PeterNewman
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- tuan kuranes
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Very interesting clouds rendering techniques using normal map for lighting and a "transmissivity map" for the cloud opacity :
http://www.opengl.org/discussion_boards ... 3;t=012674
http://www.opengl.org/discussion_boards ... 3;t=012674
- tuan kuranes
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No shaders but incredibly interesting code snippets along with explanation :
http://www.stereopsis.com/
float radix sort 5 times faster than Opcode's, many floating point optimizations guides and strategies (some in asm, some in C, some well-know, some I've never heard of), many math tricks, all portables and well explained.
Even if optimization is not of a need, it unveils many underlying things, a must-read for 2d, 3d coders.
http://www.stereopsis.com/
float radix sort 5 times faster than Opcode's, many floating point optimizations guides and strategies (some in asm, some in C, some well-know, some I've never heard of), many math tricks, all portables and well explained.
Even if optimization is not of a need, it unveils many underlying things, a must-read for 2d, 3d coders.
- :wumpus:
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Also very cool, especially the program using double-mapped vertex and pixel buffers to simulate a million particle system
http://download.nvidia.com/developer/SD ... mples.html
BTW the float radix sort looks nice for depth sorting et al!
http://download.nvidia.com/developer/SD ... mples.html
BTW the float radix sort looks nice for depth sorting et al!
- tuan kuranes
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GDC 2005 papers and slides coming out :
http://developer.nvidia.com/object/gdc_ ... tions.html
http://www.ati.com/developer/techpapers.html#gdc05
soft-shadow buffer from Eric Lengyel
http://www.terathon.com/index.html
http://developer.nvidia.com/object/gdc_ ... tions.html
http://www.ati.com/developer/techpapers.html#gdc05
soft-shadow buffer from Eric Lengyel
http://www.terathon.com/index.html