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Tasty Texel

Member Since 16 Jun 2011
Offline Last Active Jul 14 2016 09:46 AM

Posts I've Made

In Topic: Link for Graphics Research Papers

30 June 2016 - 01:03 AM

Papers about Rendering Techniques


In Topic: What is the best indirect lighting technique for a game?

30 September 2015 - 02:38 AM

If you should decide to try Voxel Cone Tracing do it on (nested) dense grids. A Sparse Voxel Octree while not really being affordable performance-wise in a setting where you do other stuff beside dynamic GI is also a pain in the butt to implement and maintain. Trust me, I have been there. :\


In Topic: Radiance & Irrediance in GI

21 July 2015 - 04:26 AM

Because radiance is flux differentiated with respect to two quantities (projected solid angle and surface area) which gives you two differential operators in the denominator and therefore two in the numerator as well. Radiometry isn't really that hard once you got it but it can take some time and practice(!) depending on your foreknowledge and basic intelligence. :)


In Topic: Calculate HDR exposure from luminance Histogram

16 July 2015 - 03:53 AM

To be physically plausible, Bloom/Glare/Glow should added before tonemapping since it simulates scattering due to diffraction effects in the eye/camera lens, which are wavelength but not intensity dependent. Usually the wavelength dependency is neglected too, though. Tonemapping happens as soon as the photons hit the sensor (or later as a post-processing step if the sensor supports a high dynamic range as it is the case with our virtual sensors) and therefore after the scattering events.


In Topic: Questions about the final stages of the graphics pipeline

05 June 2015 - 03:48 AM

Also, most GPUs implement "Hi-Z" or some similar marketing buzzword, which conceptually is like a tiled min-max depth buffer. e.g. for every 8x8 pixel block, there is an auxiliary buffer that stores the smallest and largest depth value inside that region. The fixed-function rasterizer can make use of this information to sometimes very quickly accept (all pixels pass depth test without actually doing depth testing) or reject (all pixels fail depth test and are discarded immediately) whole blocks of pixels.

I might by wrong here, but isn't Hi-Z about culling whole triangles before they are even passed to the rasterizer? With other words based on the depth values of the three vertices of a triangle?

 

 

 

[...]it's instead implemented the depth test as a sorting algorithm!

 But for intersecting triangles that doesn't work...or does it somehow?


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