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Old 09-Aug-2012, 16:50   #1
fellix
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DirectX Assembly 2012: Advanced Visual Effects with DirectX 11



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Old 09-Aug-2012, 19:16   #2
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Either the volume's nearly nonexistant or there's no audio track whatsoever. I can't hear a bloody thing.
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Old 09-Aug-2012, 21:17   #3
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Either the volume's nearly nonexistant or there's no audio track whatsoever. I can't hear a bloody thing.
Works just fine for me.
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Old 09-Aug-2012, 22:19   #4
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Me too. Very interesting ... Makes me feel a tiny bit smart, as someone who only reads and things about this stuff and never really has an opportunity to actually do something with it, I've always thought that knowing for every pixel what poly it hit, at what distance and what it's properties (starting with RGB and Alpha) are could be a huge boon for a number of things, including complex, high quality transparancy. But it looks like you can use it for far more than I imagined.

It's something you need a lot of power and memory for, but the rewards seem tremendous.

I think you could do a lot with this for physics as well.
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Old 10-Aug-2012, 06:52   #5
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That ambient occlusion did seem neat, until I actually started thinking about it a few hours later. And the problem is that the worst case scenario for that is unsolvable. As in, any and every time your temporal coherence well, isn't, then your game simply crashes performance wise because you are doing 256 rays (or whatever your max is) per pixel and there goes everything.

Examples:
That building collapses, Bugger!
A fast moving vehicle (or anything) eclipses the scene, Bugger!
You turn around really fast, Bugger!
A bunch of anything is moving on the scene almost at all, Bugger!

I.E. anything that moves relative to the camera is a "hole" and crashes performance. Heck, anything moving at all creates holes everywhere, as your previous solution is now potentially invalid. As presented the technique is totally useless for games. But could be neat for modeling scenes and getting results back quickly, and is of course a neat experiment.
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Old 10-Aug-2012, 08:40   #6
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That should not necessarily be such a big issue, as it would be possible to use a significantly lower number of rays in fast movement spaces.

Sure, it would then take a few frames for the solution to converge, but in case of fast motion combined with motion blur, it might be a good idea.
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Old 10-Aug-2012, 19:14   #7
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Quote:
Originally Posted by Frenetic Pony View Post
That ambient occlusion did seem neat, until I actually started thinking about it a few hours later. And the problem is that the worst case scenario for that is unsolvable. As in, any and every time your temporal coherence well, isn't, then your game simply crashes performance wise because you are doing 256 rays (or whatever your max is) per pixel and there goes everything.

Examples:
That building collapses, Bugger!
A fast moving vehicle (or anything) eclipses the scene, Bugger!
You turn around really fast, Bugger!
A bunch of anything is moving on the scene almost at all, Bugger!

I.E. anything that moves relative to the camera is a "hole" and crashes performance. Heck, anything moving at all creates holes everywhere, as your previous solution is now potentially invalid. As presented the technique is totally useless for games. But could be neat for modeling scenes and getting results back quickly, and is of course a neat experiment.
I think there could be a way to impose a limit of rays per frame and then resorting to good old SSAO in the missing pixels after going overbudget on the worst case scenarios. That would then need some post smoothing to have the different AO types blend together...
All that seems too hacky to be pratical though.
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Old 12-Aug-2012, 10:28   #8
Davros
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in the video he says they came 2nd at assembly I cant find the demo
anyone have a link ?
edit: found it
http://www.scene.org/file.php?file=%...z.zip&fileinfo
ps: its dx9

edit 2: it crashes for me
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Old 12-Aug-2012, 16:29   #9
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Here is secret DX11 demo he had talked about - http://www.pouet.net/prod.php?which=59615
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Old 12-Aug-2012, 20:00   #10
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you sure ?
he said they came second,your link is for the winner. plus thats not from fairlight
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Old 12-Aug-2012, 20:23   #11
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you sure ?
For sure. Just compare text at 2 min of demo to one from this part of presentation

Last edited by OlegSH; 12-Aug-2012 at 20:35.
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Old 12-Aug-2012, 21:07   #12
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Ahh, no
the demo he talks about between 4:50 and 5:05 of the video "add them all together and you come up with something good enough to come 2nd at assembly, but not first"
in your part of the video he says its from the new demo and the competition hasn't started yet and "this is a sneak preview"
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Old 13-Aug-2012, 08:54   #13
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Quote:
Originally Posted by Davros View Post
Ahh, no
the demo he talks about between 4:50 and 5:05 of the video "add them all together and you come up with something good enough to come 2nd at assembly, but not first"
Those things are for the (dx9 btw) 64k from last year: http://www.pouet.net/prod.php?which=57449
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Old 13-Aug-2012, 09:23   #14
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yes..
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Old 19-Aug-2012, 17:29   #15
Andrew Lauritzen
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Quote:
Originally Posted by Frenetic Pony View Post
As in, any and every time your temporal coherence well, isn't, then your game simply crashes performance wise because you are doing 256 rays (or whatever your max is) per pixel and there goes everything.
Yeah temporal reprojection has been around for a long time now, but it doesn't get used a lot in practice because, frankly, it does not improve the worst case performance of a game... which is what matters! So you can choose to either have performance crash in bad cases (unacceptable) or let artifacts creep in. And as we all know from game shadowing implementations, people normally choose to have "bad and stable" than "decent but can go bad".

Temporal reprojection can sometimes work ok for anti-aliasing since normally in the cases where it falls apart you have motion blur to cover the aliasing. But even then, throw any temporal algorithm in a forest with high frequency foliage everywhere and watch it completely break down.

I'm a little sceptical of algorithms that including temporal reprojection as part of their "advertising". I can do an arbitrary amount of work if I'm willing to let the screen sit there for seconds at a time. Hell real-time path tracing can get pretty decent results in such cases Show me the *real* performance of the technique from start to end to get a given quality level. If I still want to use it and feel like that performance is not enough, I can temporally cache/reproject any arbitrary term in my shaders that I feel like. I don't really need each algorithm to redescribe how to do that... and then conflate their results based on it.

Haven't watched the video yet though so perhaps there are good ideas in there. Was just commenting on the general concept of using temporal reprojection to "hide" the real performance of an algorithm.
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