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ATEFred

Member Since 19 Sep 2007
Offline Last Active Today, 12:10 PM

Posts I've Made

In Topic: Terrain tesselation and collision

19 December 2014 - 06:46 AM

In some cases you might not be able to get the same level of detail on your physics terrain and tessellated terrain mesh (for reasons xyz). On one project I worked on some clever guys at NV came up with an approach which would evaluate height of the ground on GPU at the positions of the various character bones, and then offset the bones if needed, to make sure that there was no issues with the characters sinking into the ground. Overall it worked really well. (technically not correct since you would have cases were one leg would be shorter than the other for example, but not very noticeable in game)


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.


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