On the path with a ramblin' man

Ramblings of a DirectX MVP playing at the sharp end of 3D graphics
1,540 comments
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422 entries
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jollyjeffers
June 28, 2009
AWOL Update
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…
1,980 views
jollyjeffers
June 19, 2009
Windows 7
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…
1,832 views
jollyjeffers
June 08, 2009
SlimDX11 and stuff
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…
2,191 views
jollyjeffers
May 25, 2009
Windows 7
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…
1,692 views
jollyjeffers
May 20, 2009
Another stab at Manged DirectX?!
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 …
1,916 views
jollyjeffers
May 19, 2009
More Compute Shader Goodness
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 …
  • 3,675 views
    jollyjeffers
    May 16, 2009
    Improved LOD algorithm
    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…
    1,810 views
    jollyjeffers
    May 09, 2009
    Compute Shader seeded Terrain Tessellation
    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…
    2,696 views
    jollyjeffers
    May 06, 2009
    Compute Shader for Terrain Rendering
    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…
    1,987 views
    jollyjeffers
    May 04, 2009
    Two new YouTube videos
    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…
    2,255 views
    jollyjeffers
    April 28, 2009
    Single threaded GDI
    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…
    1,131 views
    jollyjeffers
    April 22, 2009
    DirectX Blog
    Started a thread in the DirectX & XNA forum that says it all ready... FYI - Official DirectX blog has appeared
    980 views
    jollyjeffers
    April 15, 2009
    D3D11 Partitioning - pow2
    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 …
    1,889 views
    jollyjeffers
    April 14, 2009
    Hull Shader Partitioning Methods


    Missing the 4th method - "pow2" because as far as I can tell its broken in Nov'08 and Mar'09 [sad]

    Can you spot the pattern of how the three methods work? Bonus points for why morphing won't work in the same way on the integer mode.
    1,706 views
    jollyjeffers
    April 13, 2009
    Tessellation, now with less pop
    ">

    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]
    1,255 views
    jollyjeffers
    April 12, 2009
    Partitioning Modes
    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…
    873 views
    jollyjeffers
    April 10, 2009
    Videos and GP&T thread...
    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…
    1,185 views
    jollyjeffers
    April 09, 2009
    Another screenshot


    Might be a little easier to see the LOD terrain tessellation in the above shot than yesterdays diagrams...

    Anyone got any recommendations regarding posting videos of the above? Rendering one into VirtualDub now and considering uploading to YouTube, but there must be better??
    1,899 views
    jollyjeffers
    April 08, 2009
    Snook's terrain algo on a GPU
    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…
    2,395 views
    jollyjeffers
    March 21, 2009
    Detailed flow through the Direct3D 11 Pipeline
    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…
    2,554 views
    jollyjeffers
    March 20, 2009
    Diagram update
    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…
    992 views
    jollyjeffers
    March 17, 2009
    The Direct3D 11 Pipeline
    WORK IN PROGRESS: (but I wanted to share it with you all anyway!)

    1,323 views
    jollyjeffers
    March 14, 2009
    Using D3D11 Stream Out for debugging
    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…
    6,022 views
    jollyjeffers
    March 12, 2009
    More pictures
    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:
    • 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…
    891 views
    jollyjeffers
    March 11, 2009
    Note to self - don't be stupid
    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…
    1,097 views
    jollyjeffers
    March 09, 2009
    My pixel shader is on strike?!
    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…
    953 views
    jollyjeffers
    March 08, 2009
    Tesselatable knowledge
    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…
    1,235 views
    jollyjeffers
    February 26, 2009
    off to the MVP Summit :-D
    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…
    899 views
    jollyjeffers
    February 22, 2009
    More D3D11
    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…
    1,213 views
    jollyjeffers
    February 21, 2009
    Bezier triangles
    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!

    Quote:Even though the …
    964 views
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