Ramblings of a DirectX MVP playing at the sharp end of 3D graphics
afternoon all!
Writing this from my Nokia 5800 mobile internet so apologies in advance for any typos or bad formatting.
Mobile internet has certainly improved since I worked in the field (`06-`07) but i'm not yet convinced its quite there yet. I still get the occasional urge to throw said mobile out…
Writing this from my Nokia 5800 mobile internet so apologies in advance for any typos or bad formatting.
Mobile internet has certainly improved since I worked in the field (`06-`07) but i'm not yet convinced its quite there yet. I still get the occasional urge to throw said mobile out…
Well, I sort of have a PC working again.
Saturday last week my machine was working absolutely fine. Sunday morning and the boot disk apparently failed and the machine wouldn't even boot. Great.
I'd previously tried dual-booting Windows 7 on this machine (it's Vista x64 normally) and it wasn't happy a…
Saturday last week my machine was working absolutely fine. Sunday morning and the boot disk apparently failed and the machine wouldn't even boot. Great.
I'd previously tried dual-booting Windows 7 on this machine (it's Vista x64 normally) and it wasn't happy a…
Evening all,
Been quite busy lately hence the recent drought of journal updates. Not entirely sure where the time has been going, but I hope to get back on the case soon! Although, what with the RMT paralysing London for the next 3-4 days I doubt this week will be any more than a total write off (wh…
Been quite busy lately hence the recent drought of journal updates. Not entirely sure where the time has been going, but I hope to get back on the case soon! Although, what with the RMT paralysing London for the next 3-4 days I doubt this week will be any more than a total write off (wh…
hmmm.
Cleared out a spare partition and installed the Windows 7 Release Candidate. Took 90 minutes before I saw the desktop which wasn't impressive given Vista takes all of 30 minutes to do the same.
But that's nothing compared to the fact that it's almost totally unresponsive once it gets to the des…
Cleared out a spare partition and installed the Windows 7 Release Candidate. Took 90 minutes before I saw the desktop which wasn't impressive given Vista takes all of 30 minutes to do the same.
But that's nothing compared to the fact that it's almost totally unresponsive once it gets to the des…
Was just reading the private MVP newsgroups and ZMan posted a link to a Win7 developer blog: Windows 7 Managed Code APIs.
I must admit I've not looked into it in much detail, but Andy flagged up the "Support for Direct3D 11.0 and DXGI 1.0/1.1 APIs" comment near the top. I get the impression its not …
I must admit I've not looked into it in much detail, but Andy flagged up the "Support for Direct3D 11.0 and DXGI 1.0/1.1 APIs" comment near the top. I get the impression its not …
Evening all,
Was ill most of last week so haven't really done all that much.
Downloading Windows 7 RC x64, probably dual boot that on my Vista 64 machine over the weekend if I'm not too hungover
Also downloading Visual Studio 2010 Beta 1. No particular reason, but figured I might as well pair it up …
Was ill most of last week so haven't really done all that much.
Been ill most of this week so haven't really been up to much development wise. That said, I still spent most of this afternoon playing around with my Direct3D 11 Terrain Renderer.
During the week I came across a link for the Puget Sound dataset that I thought I'd make use of as it's definitely bette…
During the week I came across a link for the Puget Sound dataset that I thought I'd make use of as it's definitely bette…
I've spent most of this afternoon playing around with more complex LOD selection algorithms.
I tweaked and fixed the last few bugs in the Compute Shader pre-pass I previously discussed and now have it seeding my Hull Shader with additional per-patch data.
However, I'm not really happy with the result…
I tweaked and fixed the last few bugs in the Compute Shader pre-pass I previously discussed and now have it seeding my Hull Shader with additional per-patch data.
However, I'm not really happy with the result…
Was going to get an early night tonight, but an hour past my target I'm still messing around with Direct3D 11 Compute Shaders.
For less than 2hrs from first-keypress to a working algorithm I'm quite impressed, and the CS definitely seems to suit image processing algorithms nicely. Definitely a lot n…
For less than 2hrs from first-keypress to a working algorithm I'm quite impressed, and the CS definitely seems to suit image processing algorithms nicely. Definitely a lot n…
Evening all,
My quiet spell has almost been broken now as I've spent pretty much all of bank holiday Monday writing up my Direct3D 11 tessellation algorithm for terrain rendering. Probably the most productive day I've had in weeks, which is a little disappointing [headshake]
Anyway, two new YouTube v…
My quiet spell has almost been broken now as I've spent pretty much all of bank holiday Monday writing up my Direct3D 11 tessellation algorithm for terrain rendering. Probably the most productive day I've had in weeks, which is a little disappointing [headshake]
Anyway, two new YouTube v…
One of the many blogs I keep an eye on is Engineering Windows 7. For an official blog its been a bit wordy at times, but worth reading when the topic is of interest.
The most recent one is Engineering Windows 7 Graphics Performance which I thought might be of interest to you guys. It's much more hig…
The most recent one is Engineering Windows 7 Graphics Performance which I thought might be of interest to you guys. It's much more hig…
Started a thread in the DirectX & XNA forum that says it all ready... FYI - Official DirectX blog has appeared
Evening all,
My previous entry (p.s. you're all losers for not taking up on my question) missed out the pow2 partitioning mode that should be useful for texture based displacement mapping (2n subdivision conveniently matches mip-map levels). I chased this up with Michael Oneppo, PM for the Direct3D …
My previous entry (p.s. you're all losers for not taking up on my question) missed out the pow2 partitioning mode that should be useful for texture based displacement mapping (2n subdivision conveniently matches mip-map levels). I chased this up with Michael Oneppo, PM for the Direct3D …
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An updated video using [partitioning("fractional_odd")] instead of "integer" like in the first video. Note that there it is much harder, if at all possible, to see the popping of the geometry between LOD levels [cool]
An updated video using [partitioning("fractional_odd")] instead of "integer" like in the first video. Note that there it is much harder, if at all possible, to see the popping of the geometry between LOD levels [cool]
Had a day or two off over the Easter weekend but now giving some thought to the next 'problem' with Direct3D 11 tessellation - interpolating between tessellation factors.
If you watch either of the videos I posted you will see some quite noticeable 'popping' which is all due to the fact that it does…
If you watch either of the videos I posted you will see some quite noticeable 'popping' which is all due to the fact that it does…
Todays journal entry is really in the Graphics Programming & Theory Forum. I wanted to get some feedback from the knowledgeable chaps that hang out over there - bit of an RFC really [smile]
Read the thread here.
For those who can't be bothered with that, YouTube videos:
"> ">
(Click for YouTu…
Read the thread here.
For those who can't be bothered with that, YouTube videos:
"> ">
(Click for YouTu…
Evening all,
I'm still alive. Finally moving from West London to North West London appears complete - boxes sorted, broadband switched on.
Was quite productive living in this "offline" world.
The above is generated from a simple 8x8 grid of quads (81 vertices @ 972 bytes / 768 indices @ 1536 bytes) an…
I'm still alive. Finally moving from West London to North West London appears complete - boxes sorted, broadband switched on.
Was quite productive living in this "offline" world.
The above is generated from a simple 8x8 grid of quads (81 vertices @ 972 bytes / 768 indices @ 1536 bytes) an…
Feedback on the below is greatly appreciated!
Detailed flow
At first glance the new stages don't appear overly complex, but on closer inspection when designing and writing code the flow of data and the responsibilities of each unit can quickly become confusing. This is compounded by the deeper pipeli…
Detailed flow
At first glance the new stages don't appear overly complex, but on closer inspection when designing and writing code the flow of data and the responsibilities of each unit can quickly become confusing. This is compounded by the deeper pipeli…
Another updated diagram preview for you.
It's now pretty much 'feature complete' and I just need to tidy it up and make it a bit more presentable.
Question: Can you look at this and get a feel for both the flow of execution/data in the D3D11 pipeline as well as some context on how many times each sha…
It's now pretty much 'feature complete' and I just need to tidy it up and make it a bit more presentable.
Question: Can you look at this and get a feel for both the flow of execution/data in the D3D11 pipeline as well as some context on how many times each sha…
Using Direct3D's Stream Out Stage for Debugging
As requested in a previous journal entry I'm writing up my new found debugging trick. At the beginning of March I had the pleasure of visiting Microsoft's Direct3D team over in Redmond and during one of the discussions they suggested using SO for debug…
As requested in a previous journal entry I'm writing up my new found debugging trick. At the beginning of March I had the pleasure of visiting Microsoft's Direct3D team over in Redmond and during one of the discussions they suggested using SO for debug…
So I tweaked the output from my code:
On the left is the solid shading and on the right is the same frame but in wireframe.
I set up the colours as follows:
In theory…
On the left is the solid shading and on the right is the same frame but in wireframe.
I set up the colours as follows:
- WHITE for the original control points
- BLUE for the first edge
- GREEN for the second edge
- RED for the third edge
- BLACK for the middle points
In theory…
If your Domain Shader expects a constant buffer and you don't give it one, you might - surprise frickin' surprise - not see anything rendered on screen.
[headshake][headshake][headshake]
[headshake][embarrass][headshake]
[headshake][headshake][headshake]
So I was running around plugging in some SO logg…
[headshake][headshake][headshake]
[headshake][embarrass][headshake]
[headshake][headshake][headshake]
So I was running around plugging in some SO logg…
So I tried one of my debugging ideas that I posted last time:
Quote:Apparently it should be possible to track the number of VS/HS/DS/GS/PS invocations from the application regardless of what the IHV's want you to (not) know. D3D11 exposes D3D11_QUERY_PIPELINE_STATISTICS as a query that returns the a…
Evening all,
So I got back from the summit on Friday lunchtime and have, or so it seems, spent my entire weekend ironing work clothes for Monday. Figured it was about time I updated my journal and had a play around with some coding.
As I posted about last time I spent the previous week (1st to 4th Ma…
So I got back from the summit on Friday lunchtime and have, or so it seems, spent my entire weekend ironing work clothes for Monday. Figured it was about time I updated my journal and had a play around with some coding.
As I posted about last time I spent the previous week (1st to 4th Ma…
Quick update really - it has just passed midnight on a school night. Only 7hrs before I have to get up again and go back to the office that I was still in a mere 2hrs ago... woop.
As of Saturday AM I'll be heading out to Seattle for the 2009 Microsoft Most Valuable Professional Global Summit and ret…
As of Saturday AM I'll be heading out to Seattle for the 2009 Microsoft Most Valuable Professional Global Summit and ret…
Random aside: In visiting my control panel to hit the 'add entry' link I noticed that in about 3 weeks time I'll be 9 years old. Seems I joined this site way back on March 16th 2000 and have made an average of 3.1 posts every day since then. I feel old.
I've been doing a bit more reading around rega…
I've been doing a bit more reading around rega…
So I'm carrying on with my D3D11 tesselation work.
I'm increasingly thinking that my application of the geometry theory is wrong. That is, the actual code is okay and executing as expected but the output my equations give is simply rubbish. Garbage in = garbage out as they say!
I'm increasingly thinking that my application of the geometry theory is wrong. That is, the actual code is okay and executing as expected but the output my equations give is simply rubbish. Garbage in = garbage out as they say!
Quote:Even though the …
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