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Member Since 12 May 2010
Offline Last Active Sep 23 2016 09:52 AM

Posts I've Made

In Topic: What do with compute shaders?!

09 October 2014 - 03:11 AM

I'm surprised no one has mentioned particle simulation yet, nvidia has a nice demo available as part of Gameworks (there is also a compute based water simulation as well in the samples collection). Compute is also great for parallel sorting, though for a game this is a little less applicable unless you sort and then use the data purely on the GPU. 

In Topic: New trends in gaming: voxels are the key to real-time raytracing in near-term...

23 September 2014 - 03:03 AM

nVidia is finally putting Crassin's work to use with there voxel power GI (VXGI), but other than this, it seems the trend is to supplement conventional polygonal rendering with certain voxel-based techniques.

In Topic: How many APIs are for drawing text?

26 July 2014 - 08:25 AM

In a slightly more generalized answer: If you can attach PIX then that will help track down any specific DX API call used to perform an operation or render (as it gives you a breakdown of DX calls in a frame along with a before and after of the state and rendered frame -- in the frame capture mode). It will also help in debugging any issues you might have (though unfortunately MS saw fix to break PIX with a certain Win7 patch...). The various GPU vendors also provide similar free tools (NSight for nVidia, GPUPerfStudio for AMD and GPA for Intel).


The game might possibly call D3DPERF_SetOptions() to disable PIX, but its very easy to NOP/remove.

In Topic: Computer Graphics Stackexchange

08 June 2014 - 04:55 AM




I will commit if I can find my stack exchange login.

<offtopic> If stack exchange isn't the most annoying implementation of single-sign-on ever deploy to customers... </offtopic>


I bound mine to a google account, never had problems since

In Topic: Unreal Engine 4

23 April 2014 - 06:07 AM

Did they dropped their dynamic octree GI thingy? Or it wasn't dynamic to begin with?

They are releasing the Elemental Demo with UE4.1 (for free, see here), however I still have not been able to figure out if it contains the SVOGI impl., or if its been converted to LightMass or the LPV tech they settled with for dynamic GI (the Fable: Legends blog had a post on this in the past week).