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simotix

Member Since 17 Aug 2007
Offline Last Active Apr 21 2011 10:45 PM

Posts I've Made

In Topic: Reconstruction from Depth, correct value to reconstruct

24 March 2011 - 09:44 PM

Can anyone provide any suggestions?

In Topic: Reconstruction from Depth, correct value to reconstruct

22 March 2011 - 10:56 PM

Are there any other suggestions?

In Topic: About Bloom Effect

21 March 2011 - 12:50 AM

Both of your image links are broken

In Topic: Reconstruction from Depth, correct value to reconstruct

20 March 2011 - 10:22 PM

You said something about 'viewray should be multipled by the word matrix', so i thought that that would be the most appropriate answer.
Didn't really know what you were getting at to be honest.


The way you you and MJP calculate your eyeRay/eyeToPixel is considerably different, I was wondering why you do your the way that you do?

here's my pointlight shader using MJPs method for reconstruction


VS_OUTPUT_LIGHTPASS_INSTANCE vs_lightPass(VS_INPUT_INSTANCE In)
{
        In.Pos.xyz              *=      In.insPos.w;
        In.Pos.xyz              +=      In.insPos.xyz;
	Out.vEyeRay    	=	In.Pos.xyz - camPos.xyz;
}

PS_output ps_pointLight(in VS_OUTPUT_LIGHTPASS_INSTANCE In )
{
	const	float3	eyeToPixel    	= normalize(In.vEyeRay.xyz);
}


MJPS
VS_OUTPUT VS( VS_INPUT Input )
{
	float4 positionScaled = float4(Input.PositionOS * Scale, 1.0f);
	Output.PositionWS = mul(positionScaled, World).xyz;
	Output.ViewRay = Output.PositionWS - CameraPosWS;

	return Output;
}

PS_OUTPUT_RECONSTRUCT PSReconstructLinear(PS_INPUT Input)
{   	
	float3 viewRay = normalize(Input.ViewRay);
	float3 positionWS = CameraPosWS + viewRay * depth;
	return output;
}

So have you found your error?


Not yet unfortunately

In Topic: Reconstruction from Depth, correct value to reconstruct

20 March 2011 - 01:31 PM

my pointlight positions are in world space


Aren't they typically in world space to begin with?

i'm using cubes as light geometry btw


Why use cubes over spheres?

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