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Frenetic Pony

Member Since 30 Oct 2011
Offline Last Active Yesterday, 09:22 PM

Posts I've Made

In Topic: temporal aa flickering

17 October 2016 - 05:29 PM

Yeah it turns out that paper's a bit theoretical at the moment. But are you missing an exponential history buffer? You're supposed to accumulate over time, blending previous frame(s) with the current one according to some exponential function. It sounds like you're just jittering camera position without blending from previous frames?

In Topic: temporal aa flickering

13 October 2016 - 04:28 PM

Haven't even gotten time to read it yet, but: http://www.j4lley.com/content/publications/pdf/pg2016-phlm.pdf


That being said it shouldn't be flickering under a static camera, unless there's dramatic lighting changes going on. Some more information, such as what you've got so far, would be helpful.

In Topic: Is OpenCL slowly dying?

24 September 2016 - 10:33 PM

I'm curious what leads you to believe that support for OpenCL is waning. From what I can figure, most graphics developers didn't care for CL much due to clumsy interop with GL, which is why compute was added directly to GL core in 4.5. It's much more useful to game/graphics developers in that format than CL is, and CL has moved to more scientific computing type uses. I don't think Vulkan plays in at all.


Yah, I've only seen OpenCL and the like used for simulation/neural network/etc. stuff. Graphics tend to stick with whatever's native as possible.

In Topic: Bug: Overly Sharp Highlights in PBR

06 September 2016 - 06:46 PM

Some more information would be helpful, specifically: What is it that you are trying to accomplish that is not being accomplished? A comparison image of the reference/target render as compared to your results for example.


Just looking at the provided picture doesn't make it clear, I see 5 apparently shiny materials that I would assume are correctly being rendered as shiny, and a rough brick material that looks fairly rough. So right now no error appears obvious.

In Topic: Horizon:zero Dawn Cloud System

23 August 2016 - 03:37 PM


recently  i read the gpu pro 7 article <>, i want to implement a volumetric cloud system myself.
Recently I read you thread, and it really made me want to implement a volumetric cloud system myself! :D 


This is running at 0.2fps, using brute-force code (no textures). Now I have to optimize it using all the knowledge in this thread. Thanks for the inspiration!




Well it certainly looks pretty, so that goal is accomplished! And by all means, grab DICE's take on this stuff here: http://blog.selfshadow.com/publications/s2016-shading-course/


Nothing dramatically changed, but some nice findings none the less.


Edit- Also, thinking about this, Naughty Dog had a nice hack with Uncharted called "mip fog". Which was just the skydome mip-mapped and applied as a kind of "fog texture" lerping between high mips for distant objects to low res for closer objects. It's a hacky way to do scattering and get your "fog" to seemlessly blending into your sky, and I'm sure you could come up with a way to do custom mips that hews closer to physical scattering.


But with volumetric clouds you need a way for close in scattering (below the cloud layers) to match the scattering from indirect light, which would be dominated by the skydome outdoors. So you could do the same thing here, grab a progressive/time sliced cubemap of the skydome (X by X pixel tiles per frame, lerp between previous tile to new tile over time to avoid worst artefacts at tile edges?) and then you could mip the skydome cubemap easy enough to do the same thing.