Realistic Deferred MSAA implementation

Deferred MSAA, always has been a good problem. In the spatial anti-aliasing domain, MSAA is still the swiss-army knife, handle almost all the case. Some other post-processing methods like nvidia's FXAA, AMDs MLAA, or DLAA. FXAA is rather pleasing...

Rotations

Rotation, combined with translation and scaling, are the three affin transforms we do every day in the 3D nutshell universe. The rotation itself, however, is somehow much more complicated than the other two transform, it is one really needs a...

Bone Animation [part I]

I have been trying to create a animation system for my OpenGL Project for a long time, one of the reason is I have limited amount of time after starting the full-time job. Another problem was that, I mean, if I intend to keep it a clean project...