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InvalidPointer

Member Since 04 Apr 2007
Offline Last Active Today, 08:42 AM

Posts I've Made

In Topic: Object Space Lightning

24 March 2016 - 01:06 PM

Vlj is actually incorrect here, each object is drawn a minimum of twice.The first time around, though, it's not *quite* going to look the way you're used to with traditional forward rendering, you use the UV coordinates for screen position instead of the actual, you know, position.

As I understood it they are just blitting from the source textures to the shading buffer in the first pass, no explicit rasterization.

Otherwise known as submitting a command, i.e. 'draw call.' :)

In Topic: Per Triangle Culling (GDC Frostbite)

24 March 2016 - 08:56 AM

<snip>
 
By a lot unfortunately, and Nvidia's release this year doesn't seem likely to change support for async. Still, it's not going to be a loss generally, so it's not like you'd even have to disable it in a Nvidia specific package.

 
Currently nVidia's hardware straight up cannot support async compute, at least in the sense most people think of the term. Cool guide here, and the tl;dr is that the nVidia compute queue implementation doesn't support resource barriers and as such cannot implement the current DX12/Vulkan spec.

In Topic: [Vulkan] Descriptor binding point confusion / Uniform buffer memory barriers...

24 March 2016 - 08:38 AM

Based on my understanding of the spec, it's actually because you're mapping into an image with tiling VK_IMAGE_TILING_OPTIMAL layout, which does not necessarily have to have things exist in linear scanlines. The fix is to create a staging resource with identical format and VK_IMAGE_TILING_LINEAR layout instead, and then copy from the LINEAR image to the OPTIMAL one by way of a vkCmdCopyImage.


In Topic: Object Space Lightning

24 March 2016 - 08:09 AM

Same as anything else, put it into the texture, sample for the 'real' draw.

 

EDIT: If you're having trouble visualizing what's going on, think of it like having a really fast artist who can whip up a color map (hesitate to say 'diffuse' here because there's going to be specular in it too, but I guess in the name of artistic fudgery here we'll go with it) with all the fancypants shading baked into it at 30Hz.

 

Vlj is actually incorrect here, each object is drawn a minimum of twice.The first time around, though, it's not *quite* going to look the way you're used to with traditional forward rendering, you use the UV coordinates for screen position instead of the actual, you know, position. The end result is that you're going to have a cool single color texture (probably HDR, too) that you can then just sample from and filter like a normal boring color map. This should be super duper familiar if you were around for Eugene d'Eon's seminal work on texture space diffusion, as has been mentioned. See here in section 16.4 if you want some helpful visualizations.


In Topic: Vulkan Resources

18 February 2016 - 11:43 AM

FYI the AMD drivers are partially broken, at least on my 290X. There's something wrong with their ICD implementation, there are posts on the internal AMD developer forum about the issue.

 

EDIT: Never mind. I went to go check on the status of this and it looks like AMD has issued a hotfix.


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