Welcome to ATI’s Software Developer's Kit (SDK). This kit is intended to provide developers with the inside scoop on getting the most out of ATI’s latest products using Microsoft® DirectX® or OpenGL for 3D graphics. The SDK is a compilation of new and previously posted information from the Developer Relations web site. http://www.ati.com/developer .::June 2005 Highlights::. -New browser interface makes content navigation more intuitive -Common framework for samples that spans across 3D APIs -Previous Direct3D samples ported to the new framework -Previous generation Direct3D samples moved to the Archive -OpenGL samples ported to Direct3D: ParallaxMapping, EarlyOut, SoftShadows, and VolumetricLighting -Each sample now has a corresponding document to highlight its features and key takeaways -The framework API is documented in a compressed help file (.chm) -New RenderMonkey sample effects highlight parallax occlusion mapping and object back lighting -New texture compression library ATI_Compress =================================== New & Updated Sample Applets Parallax Occlusion Mapping -A novel implementation of parallax mapping, which calculates the intersection of the view vector with the height field to produce a more accurate representation of parallax across a normal mapped surface. Back Light -A simple but effective technique to enhance the sense of depth for 3D objects. Parallax Occlusion Mapped Water -This sample shows how parallax mapping can be used for creating a water refraction effect. Normal Map Compression -A side by side comparison showing the quality of ATI’s 3Dc normal map compression vs uncompressed and DXT compressed formats. 3Dc -This sample demonstrates how to use 3Dc texture compression in OpenGL. EarlyOut -This sample demonstrates a technique for replacing dynamic branching in the fragment shader by using stencil test and alpha test. HDR -A simple HDR rendering implementation. HorizonMapping -Demonstrates a technique to make bump-maps cast shadows on themselves. ImageAnalysis -This sample implements an image analysis sequence that is able to extract what object is depicted and its orientation. Logo -This sample shows a cloth animation technique. Materials -This sample shows a variety of procedurally generated materials. Motion blur -This sample shows a simple way of implementing motion blur using the accumulation buffer. Parallax mapping -A simple technique that adds further detail to bump-mapping by offsetting the texture coordinates according to the view. Plane shadow mapping -An alternative technique for shadow mapping that stores the plane equation in the shadow map instead of the depth. Post-processing -This sample implements a number of image space filters in the shader. Soft shadows -This sample implements soft shadows by blurring hard shadows. Stereo/Stereo2 -These samples render the scene from two different points of view and combine them so that the result has a true sense of depth when viewed on special 3D monitors. Volumetric lighting -Simulates a volume of light that appears around light sources when mist or particles in the air reflect the light. Instancing -This sample shows how to draw loads of instances of an object with a single draw call. ===================================