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Tasty Texel

Member Since 16 Jun 2011
Offline Last Active Today, 04:12 AM

Topics I've Started

Reset hidden counter of structured/append/consume buffers

26 October 2014 - 01:59 PM

Is there an API call to do that? Or at least an elegant hack? Besides unanswered questions I wasn't able to find anything on that topic.

 

Thanks.

 

 

EDIT: One idea I have would be to issue an indirect draw call which produces the appropriate number of vertices which will be rendered as points so that I can decrement the counter in the pixel shader by 1 for every point (I'm working with 11.0 so I have no access to UAVs in the vertex shader).


What causes light scattering and absorbtion?

22 April 2013 - 06:16 PM

I wonder, is scattering mostly the result of light getting refracted multiple times in non-(perfectly)homogeneous materials? It seems to be a bit more complicated for Rayleigh and Mie scattering, but do these effects have any (significant) relevance for scattering effects in f.i. wax, textiles or opaque materials in general? (for atmospheric effects they clearly have, without any doubt)

And what about absorbtion? What kind of interaction between light and matters leads to wavelength dependend absorbtion? Also, does the light change its wavelength or is it more the way that photons with a certain wavelength are "sorted out"? (what now that I think of doesn't really make sense, where should they go? tongue.png)

Mie_Rayleigh.gif_______subsurface_scattering_head_image.jpg


Decreasing brightness of light sources over really large distances

04 March 2013 - 02:00 PM

Just watched this video about how the sun appears dimmer when viewed from a large distance: 

 

It was stated that this effect was due to decreasing intensity over distance. I took the following guess about why this happens:

 

"Intensity (power per solid angle) is decreasing following the inverse square law, that's right. But what ideal receptors measure is not intensity, but radiance, which is power per solid angle per area. Due to this, ideally a light source should appear with a certain brightness independend of the observation distance. I would guess that this rule breaks down for really large distances because there are too few protons left to ensure that the receptor continuously gets hit by those."

 

What do you think?


[DX10][HLSL] corrupted texture sampling output

16 June 2011 - 06:33 PM

Hi,
I´m still quite new to DX so it might be that I´m doing something really stupid, but when I try to sample a texture with a sample position offset based on an other texture the result gets messy (most of the screen is cluttered with black spots).
This happens only in my pp effects where I sample render targets.
That way everything is fine:
float2 Off=pixel_size;
COL.rgb=Texture02.Sample(STANDARD,i.Tex+Off);
But doing this seems to be evil:
float2 mask = Texture01.Sample(STANDARD,i.Tex);
float2 Off=pixel_size*mask;
COL.rgb=Texture02.Sample(STANDARD,i.Tex+Off);
Is there something I´ve to consider? Is the render target format important?

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