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DirectX 11: conservative oDepth

The following part of a Gamasutra article was brought to my attention:

Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This enables the hardware to avoid the full loss in performance by enabling acceleration outside of the guaranteed region.

This reminds me of a certain SIGGRAPH poster, presented last year by yours truly…


Alexandra & Günther

Last weekend I had the great pleasure of being the official photographer at Alexandra and Günther Rampitsch’ wedding. As you probably know that’s not my photographic home turf, but it is always good to get out of your comfort zone once in a while. And those guys were extremely accommodating and fun to work with!

Of course all those shots still need to be selected, sorted and edited, but here is a very small preview of the things to come.


The Madman’s Return

So, this is it… I am back in Austria for good (or for the time being, at least). After driving to Vienna on Sunday with pretty much all of my belongings in the car, I returned to Konstanz on the same day (taking the night train) to arrange the admistriative odds and ends (such as returning the license plates, etc.) on Monday. Yesterday I finally left Konstanz for the last time, on the road bike I had left behind.
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