Recent content by gjaegy

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    deferred renderer and correct cubemap (envmap) filtering

    thanks for your answer sebbi. FIY we sample the cube map (dynamic) for IBL (PBR). We sample that cube map using a predefined mip level (computed according to material roughness) in the lighting pass. However, for low roughness, we get texture aliasing on distant objects, so I want to clamp that...
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    deferred renderer and correct cubemap (envmap) filtering

    Hi guys, we have a deferred renderer, and have implemented environment mapping using cubemaps. However, how can we ensure proper texture filtering ? Does anybody see any option other than computing the reflection vector derivatives manually in the pixel shader ? Thanks for any input ! Greg
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    Variance Shadow Maps Demo (D3D10)

    Hi Humus, sorry to re-activate such an old post. I had to go back to this for some reason. I am now reconstructing the depth derivates in the pixel shader, and had a look at your volume roads demo. However, there is something I don't (fully) understand. In your shader, you have the...
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    Oblique Near-Plane Clipping & reversed depth buffer

    hmmm, interesting. I haven't checked this to be honest, I would be interested by an answer as well. Does that means that greater or equal breaks the early-z rejection, is that what you are saying ?
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    Shading models in Deferred rendering

    I am really surprised that reading from a 64-bits render target is as fast as reading from a 32-bits target. So basically, this would mean than reading from two 32-bits target will be 2x slower than reading once from a 64-bits target ? Do I read that correctly ? I thought bandwidth usage was...
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    transforming partial derivatives: correct ?

    Hi, I have implemented a terrain rendering system. The texture coordinates are computed at runtime in the PS, according to the 2D world position (basically, each material/texture contains a 2x2 transformation matrix - rotation + scale only -, which is used to project the 2D world position...
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    Oblique Near-Plane Clipping & reversed depth buffer

    Humus suggested me a much simpler, and hence much better, solution. Thanks a lot man :) Basically, he suggested to apply the oblique near-plane clipping on the regular projection matrix (i.e. without any depth flip). Depth flipping is applied after that, by multiplying the projection matrix...
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    Oblique Near-Plane Clipping & reversed depth buffer

    Hmm, I think I have it. Still have to test, but at least it is looking good visually. Need to check the depth distribution though. void ObliqueFrustumCulling( imPlaneTemplate<T>& _oClipPlane, imBool _bReversed ) { imSVector4DTemplate<T> vPlaneEq; _oClipPlane.GetEquation(vPlaneEq)...
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    Oblique Near-Plane Clipping & reversed depth buffer

    Hi, I am trying to modify my projection matrix in order to perform near-plane clipping (http://www.terathon.com/code/oblique.html). However, in one of my project I use the reversed depth buffer trick (similar to what Humus explains here ...
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    strategy for automatic shader compilation caching (with change detection support)

    Thanks guys for the answers ! I am now done with this, and am pretty happy with the result. First of all, I resolve all includes manually. This results in a big HLSL source code text with no #include directives anymore. (I wasn't aware of D3DXPreprocessShader :( not a big deal though)...
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    strategy for automatic shader compilation caching (with change detection support)

    Thanks for your answer, Davros. Why do I need that: basically, I want the system to work in both dev and production environment. After release, an upgrade/patch might be applied, so the shaders can change too. I suppose I could simply delete the cache manually each time I modify a shader...
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    strategy for automatic shader compilation caching (with change detection support)

    Hi, I am trying to reduce the load time of my game. Right now, I compile all the shader at runtime, when the game is started, which takes quite some time. I use D3DX10CompileFromMemory to compile my shaders. I am thinking about writing the content of the blob returned by this...
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    Variance Shadow Maps Demo (D3D10)

    do you mean FXAA or MLAA or SRAA algorithm ? those are the next ones on my task list with SSAO and transparent objects management. I have started to read the long 30+ pages topic, but i think i will simply choose FXAA and see how it performs.
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    Variance Shadow Maps Demo (D3D10)

    Hey, thanks for your answer Andy, very useful as usual. I have it working now, and even understand it ;) Now, it costs me 2 additional G-Buffer components, but I guess I can live with that. Actually I don't see any other option... [EDIT] And yes, I did ensure the 2x2 quads were using the...
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