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ATEFred

Member Since 19 Sep 2007
Offline Last Active Today, 03:03 PM

Posts I've Made

In Topic: Inner edge detecting

22 November 2014 - 06:13 AM

 

A pretty effective and simple way can be analysing your depth buffer. Using a sobel filter is pretty common for that kind of operation. http://homepages.inf.ed.ac.uk/rbf/HIPR2/sobel.htm


I heard of it. I will try to get hang of the theory explained in your provided link.

 

That was just the first link I found on google. It's pretty simple in practice: sample your depth buffer for the point your are shading and the surrounding points, compute how much variance there is over the kernel, and this will tell you if you are on/close to an edge or not. You can then shade the point differently based on that. Kernel size will impact how wide your filter is. (though you can control the thickness in other, more performance friendly ways as well of course)


In Topic: Inner edge detecting

20 November 2014 - 12:48 PM

A pretty effective and simple way can be analysing your depth buffer. Using a sobel filter is pretty common for that kind of operation. http://homepages.inf.ed.ac.uk/rbf/HIPR2/sobel.htm


In Topic: Visual Studio 2013 graphics debugger vs Nvidia Nsight?

11 August 2014 - 11:04 AM

My big problem with NSight is many of the really great features require you to remote in from another machine that is running your application.

 

Have you tried RenderDoc? It's free and an amazing graphics debugger.

If you are referring to stepping through shader code, this is no longer the case. You can now do everything on one single (nv) gpu machine. 
I think NSight is way superior to the vis graphics debugger. If you have an NV gpu, it is really worth it. It also works with OGL if that is of any use to you.
 


In Topic: glDrawElements invalid operation

12 June 2014 - 05:21 AM

Latest version of NV Nsight also supports ogl 4.x ( 4.2/4.3? can't remember exactly ). Was really helpful figuring these kind of errors out ( gl event list with highlighting for the dodgy calls ). Highly recommended if you have the required hardware.


In Topic: Geometry Shader for a quad or not ?

18 May 2014 - 08:32 AM

It does depend heavily on HW. ATI gave a presentation at gdc this year that showed that on their hw using the GS was somewhat slower than calling DrawInstanced with 4 verts per quad and doing the work in the VS instead, whereas on recent NV hw it was pretty much the same.


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