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Member Since 14 Feb 2007
Offline Last Active Today, 08:35 AM

Topics I've Started

Anyone using OpenVr / SteamVR?

20 April 2016 - 08:51 PM

I'm having issues integrating OpenVR into my engine. I've already done Oculus (LibOVR) which works fine... but my OpenVR code causes a TDR on NVidia drivers and with AMD drivers it works for a little while but then outright crashes the entire OS and causes a reboot :(


I'm checking all the error return values and the API tells me I'm using it correctly.

I've asked on the private developer forums and the public forums for help, but Valve don't seem to bother checking them.

I've double-checked the API docs, but they're horribly out of date.

I've double-checked against the sample code, but it's OpenGL only and I'm using D3D11, so maybe I've missed something...


If someone has a working OpenVR D3D11 implementation, I'd love to share notes!

A phenomenological scattering model

30 March 2016 - 01:17 AM

A Phenomenological Scattering Model for Order-Independent Transparency
Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games.
This paper introduces the first model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying ("colored") transmission, translucent colored shadows, caustics, partial coverage, diffusion, and refraction. All render efficiently on modern GPUs by using order-independent draw calls and low bandwidth. We include source code for the transparency and resolve shaders.

[Split off from another thread]
This is completely off topic, but as for sorting and intersections, I can't wait to try out McGuire's phenomenological scattering model that was also published recently. It seems like a complete hack that should never work, but the presented results do look very robust... TL;DR is that you don't sort at all, use a magic fixed function blend mode into a special MRT a-buffer, then at the end average the results into something that magically looks good and composite over the opaques.
So far in my game, I've been using an improved version of stippled deferred translucency, which supports the same phenomena (except the shadow-map based parts of the above)... but the analysis/pattern-selection and compositing passes are kinda costly, it relies on deferred (and I'd like to move to Forward+), it only works with 4 layers, and getting it to work anti-aliasing is really painful...

On the other hand, "a PSM for OIT" is really simple (simpler than should be possible!) and works with Forward+ fine, so I'm intrigued. I remember seeing earlier versions of this work in previous years, but the results weren't that convincing so I dismissed it out of hand... but this year's publication shows fairly artifact free results.

Upvotes reduced?

02 January 2016 - 10:40 PM

Getting upvoted used to give +3, now it only gives me +1. Seems to still be giving +3 to others though. Is that a new change, or just to let people catch up to me? :lol:

NATO attacks Russia for the first time since the cold war

24 November 2015 - 10:38 AM

Kinda regret starting a current events / political thread, but... This is big.

Turkey just killed a russian pilot (maybe two) who was bombing Syrian Islamists. Direct conflict between NATO and Russia hasnt happened since, the Korean War?

If WW3 breaks out before I wake up tomorrow, I'll miss u guize.

Accurate Analytic Approximations for Real-Time Specular Area Lighting

27 August 2015 - 09:21 PM

Is it just me or is this 2015 SIGGRAPH paper really exciting?

However, I haven't seen any discussions about it yet, and the paper itself is ridiculously light on details. The video has more math in it than the paper!