Hi all,
Recently I've read a new paper called Reconstructable geometry shadow maps.
The paper presents a shadow mapping technique that is similar to standard shadow mapping. The main difference is that in the shadowmap generation pass the occluding triangles (vertices) are stored in the...
Esm + Pssm
sebbi: Thanks for the info.
Have you combined ESM with parallel split shadow maps? We are testing ESM with PSSM and we are having a lot of problems trying to get rid of the artifacts (the depth complexity is huge in our scenes).
I realized I don't still thank to thank Marco...
Useful article
I've found a very interesting GDC's presentation:
http://www.terathon.com/gdc07_lengyel.ppt
It shows several methods to resolve typical z buffer issues.
Problem solved. I've used the method that is described in my previous post (draw fullscreen quad and intersect ray with cloud plane in the pixel shader).
If anyone knows more methods to raster triangles (with perspective cameras) with fixed z screen values, please let me know.
Cheers,
s.
Xmas: My idea is to render a textured infinite plane with a tiled clouds image behind the main scene (as Crysis's distance clouds). Depending on the view direction, some pixels of the plane are wrongly discarded and this causes a flickering effect.
However, I've had an idea. I'm going to...
Hi,
I'm implementing a multilayered clouds system and I am having integration problems because of clipping issues.
My idea is to render an infinite cloud plane for each cloud layer. The layers should be rendered fully behind of the main scene.
In order to achieve this, I would like to...
Progress update
First, some words about interlacing...
I've finally implemented deinterlacing (vertical and horizontal). In my opinion, vertical deinterlacing(width/2 fields) shows aparently less aliasing. I've also tried antialiasing (multisampling for the fields) and the results are very...
Hi all,
In ShaderX4 there is a very interesting article explaining the realtime interlaced rendering algorithm that has been used in STALKER.
Basically, the idea behind the algorithm is to reduce pixel fillrate rendering the scene every frame using half of vertical resolution and to...
I finally found the problem. It was a timing synchronization problem. I've changed the affinity mask of the threads in order to resolve the problem. The logic thread stays in the processor 1 and the render thread stays in the processor 2 during all execution.
Thanks all for your hints...
I think you are right. I will check my synchonization mechanisms (I am already using a triple description buffer though).
I decided to create a dedicated rendering thread by 2 reasons:
- 16 ms dedicated only to rendering tasks (render shadow maps, impostors, reflections, cubemaps, viewports...
Thanks for the replies.
I get 15000-20000 times per second in the logic thread, the rendering thread runs 60 fps (as maximum) because vsync is enabled. I have checked windowed performance with FRAPS and also gives 60 fps. If I disable VSYNC I get 1000-2000 fps in the rendering thread with a...
As Microsoft states http://msdn.microsoft.com/en-us/library/bb147224(VS.85).aspx
IDirect3DDevice9::Reset, IDirect3D9::CreateDevice calls can only be called from the same thread that handles window messages. Other D3D calls can be called in a different thread without deadlock problems.
FYI, during my research on the topic, I've found several interesting articles. Amongst them, I recommend
Coding for multiple cores on 360 and windows
http://msdn.microsoft.com/en-us/library/bb204834.aspx
Lockless programming
http://msdn.microsoft.com/en-us/library/bb310595.aspx
Do...
It's already working in that way.
On the other hand, DX9 multithreading feature has a noticeable impact in performance and it is better not to use it in gaming applications (the main target of my engine).