Global illumination (along with physically based rendering) is one of my favourite graphics areas and I don’t miss the opportunity to try new techniques every so often. One of my recent lunchtime experiments involved a quick implementation of Instant Radiosity, GI technique that can be used to calculate first bounce lighting in a scene, to find out how it performs visually. Continue reading “Instant Radiosity and light-prepass rendering”
I used to be a great fan of XNA Game Studio as a framework to try new graphics techniques, those that needed a bit more support in the runtime than FX Composer or other shader editors could offer. It hasn’t been updated for quite some time now though, and it is becoming irrelevant in an age of advanced graphics APIs and next gen platforms.
In the past few months I noticed a promising framework, SharpDX, which seems to offer a similar level of abstraction of Direct3D as XNA, ideal for graphics demos, but updated to support D3D11 as well. There is another similar framework, SlimDX, but if I understand correctly it is not being as actively developed. Continue reading “SharpDX and 3D model loading”