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  • SSAO, a start
  • Instanced Skinned Animation with Deferred Lighting
  • Deferred GPU Terrain And Instanced Particles
  • XBLIG-UK 2011 January & February Talk
  • XBLIG-UK January 2011 Talk

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  • 2D Pixel Shaders
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  • SSAO, a start

    http://www.youtube.com/v/7mshXJNzI-o http://www.youtube.com/v/7mshXJNzI-o So, have now been playing with SSAO (Screen Space Ambient Occlusion) after finding this great article on GameDev.net http://www.gamedev.net/page/resources/_/reference/programming...
    Published Tue, Sep 27 2011 9:56 PM by Charles Humphrey
    Filed under: Post Processing, HLSL, Deferred Render, XNA 4.0, SSAO
  • Instanced Skinned Animation with Deferred Lighting

    http://www.youtube.com/v/TNKEK6pI1ew http://www.youtube.com/v/TNKEK6pI1ew So, got some more time on the engine tonight and managed to instance the skinned animations. Also forgo to mention in the clip the particles are also instanced, so pretty much everything...
    Published Mon, May 9 2011 11:37 PM by Charles Humphrey
    Filed under: Instancing, Deferred Render, XNA 4.0, Skinned Animation
  • Deferred GPU Terrain And Instanced Particles

    http://www.youtube.com/v/vzPBV6qDMwA http://www.youtube.com/v/vzPBV6qDMwA So,I thought it would be nice if I got my instanced particle system and put it in with my deferred render engine, turned out quite well I think.. I could really do with some new...
    Published Sun, Mar 27 2011 9:23 PM by Charles Humphrey
    Filed under: Terrain, Particle System, Lighting, Instancing, Deferred Render, XNA 4.0
  • XBLIG-UK 2011 January & February Talk

    So, this was intended to be a single talk, but as you might be able to appreciate, there is a fair bit of content to go through here, so it spilt over into the February talk, and even then it was rushed. So, we covered:- The basics of render targets and...
    Published Thu, Feb 3 2011 12:18 PM by Charles Humphrey
    Filed under: Bump/Normal Mapping, Source, XBox 360, HLSL, XNA-UK UG Meeting, Lighting, Deferred Render, Directional Lights, Shadow Maps, Talk, XNA 4.0
  • XBLIG-UK January 2011 Talk

    http://www.youtube.com/v/qvh3m0aGB7s http://www.youtube.com/v/qvh3m0aGB7s So, as I am sure you know I am giving a talk tomorrow night (January 5th 2011). I just thought i would post an updated clip of the things I am hoping to cover. As you can see from...
    Published Tue, Jan 4 2011 11:46 PM by Charles Humphrey
    Filed under: Deferred Render, Shadow Maps, Talk, XNA 4.0
  • Deferred Lighting with Shadows

    http://www.youtube.com/v/pDeJjK7zvwY http://www.youtube.com/v/pDeJjK7zvwY So, this will be the last post before the new year, just wanted to show off the current state of my engine after adding in the deferred shadows I did for one of my talks in the...
    Published Tue, Dec 28 2010 8:49 PM by Charles Humphrey
    Filed under: Deferred Render, Shadow Maps, XNA 4.0
  • XBLIG-UK Talks in 2011

    http://www.youtube.com/v/FJEZ0WQ7tLw http://www.youtube.com/v/FJEZ0WQ7tLw Starting in January 2011 (the 5th to be precise) the XBLIG-UK Talks are under way again and I will be giving a talk on deferred lighting, or at the very least, how I go about it...
    Published Tue, Dec 21 2010 11:10 PM by Charles Humphrey
    Filed under: Deferred Render, Talk, XBLIG-UK, XNA 4.0
  • I am neither dead nor left the country…..

    I am just supper busy and can’t wait to tell you all about it, in the mean time, here is an image of my XNA 4.0 Hi Def Deferred Lighting post I am starting to put together. I would like to say thanks to Shawn Hargreaves for pointing me in the right direction...
    Published Wed, Jul 14 2010 5:23 PM by Charles Humphrey
    Filed under: Events, Deferred Render, XNA 4.0
  • The Sun as a Post Process

    http://www.youtube.com/v/DrhF2Bp-95I http://www.youtube.com/v/DrhF2Bp-95I I have been helping out some friends creating a deferred sample for them to play with in there project, it has also given me the opportunity to take the code out of the engine and...
    Published Fri, Apr 2 2010 11:12 PM by Charles Humphrey
    Filed under: Post Processing, Instancing, Blacksun, Deferred Render
  • Blacksun Water As A Post Process

    http://www.youtube.com/v/9EJ_Q8VTbm0 http://www.youtube.com/v/9EJ_Q8VTbm0 OK, my mate Dave found an awesome article on gamedev.net, it was describing how to render water without any geom by doing it as a post process. Here is my attempt at it so far....
    Published Wed, Dec 23 2009 8:31 PM by Charles Humphrey
    Filed under: Terrain, Water, Generic XNA, Post Processing, 2D Pixel Shaders, Lighting, XNA 3.1, Blacksun, Deferred Render, Directional Lights
  • Blacksun Terrain Systems

    http://www.youtube.com/v/VZGz8U89kOg http://www.youtube.com/v/VZGz8U89kOg I have started to move some old and new stuff into the engine, in this clip you can see the start of my new terrain system. It's based on GeoClip mapping, but at the moment...
    Published Fri, Dec 18 2009 2:23 PM by Charles Humphrey
    Filed under: Terrain, Generic XNA, Lighting, XNA 3.1, Instancing, Blacksun, Deferred Render, Directional Lights
  • Blacksun Post Processing

    http://www.youtube.com/v/DTPubVLm_g4 http://www.youtube.com/v/DTPubVLm_g4 I have just added in my post processing framework, and I am shocked to find it does not dent the FPS one bit! In this clip you can see bloom, DoF, Radial Blur and a few others,...
    Published Wed, Dec 16 2009 11:21 PM by Charles Humphrey
    Filed under: Post Processing, XNA 3.1, Instancing, Blacksun, Deferred Render
  • Deferred Shadows...

    Yes, it's still lighting, or is it...!lighting? lol Anyway, think I have resolved my deferred shadow mapping issues tonight, well with cone lights at the very least, point light shadows next I think, but think they will be quite expensive. Short clip...
    Published Sun, Dec 6 2009 10:53 PM by Charles Humphrey
    Filed under: XNA 3.1, Instancing, Blacksun, Deferred Render, Shadow Maps
  • Possibly the last clip of deferred lighting

    http://www.youtube.com/v/Q2TEJzhUt3w http://www.youtube.com/v/Q2TEJzhUt3w So, have added cone lights and UV maped the city mesh, my dailema now is, do I write up the next programming post, or put the deferred and instancing render down, if I do the latter...
    Published Thu, Dec 3 2009 9:25 PM by Charles Humphrey
    Filed under: XNA 3.1, Instancing, Blacksun, Deferred Render
  • Last one for a bit...honest....

    :D http://www.youtube.com/v/LIvREpgujfc http://www.youtube.com/v/LIvREpgujfc C&C Welcome..
    Published Sun, Nov 29 2009 9:53 AM by Charles Humphrey
    Filed under: XNA 3.1, Instancing, Blacksun, Deferred Render
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