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Member Since 09 Aug 2012
Offline Last Active Oct 13 2014 03:39 PM

Posts I've Made

In Topic: Mixed resolution rendering nearest depth filter

19 September 2014 - 02:50 PM

I got it work, but it still have some artifacts which looks not realy good. Look at the picture: pauqa3vy.jpg


Now Iam using a 3x3 depth depth kernel but on some detailed geometry I still have artifacts. Has somebody an idea how to improve that ??

In Topic: Sample VPLs in Compute Shader

14 September 2014 - 07:19 AM

Got it, the init UAV Buffer size was to small, now it works :)

In Topic: Spherical harmonics in LPV

07 May 2014 - 01:20 PM

Hmm thanks for the answers now I got a better view on that stuff but some parts are still to difficult for me. In the paper above (http://www.cs.columbia.edu/~cs4162/slides/spherical-harmonic-lighting.pdf) I don't understand the stuff after the Monte Carlo Estimator. So you said SH "generates" a function that gives back in average the vectors for some input numbers ? And this is done by grabing some Basicfunctions ( I guess they are called coeffecients there ?? ) to store vectors for sphercial coordiates ??

This  reminds me to the hash tables where you have a hash function that gives you a position and thus the content for an input number.


But as I understand SH is only used to save memory. But how LPV would work withozt that Iam not shure how the principle works. I always think about a Volume texture in 3D space where the Start Lightpoints are registered via the RSM and then spread with each LPV iteration through the volume and then get sampled back to the geometry..... 

I do not undersdtand that maybe someone can explain it better and particularly the sense of this Geometry Volume.

Thanks smile.png



PS:agleed thanks for your explanation, one question are you german ? Because I live in Germany and it would be very nice when you could write in german 

In Topic: RSM indirect Light flickering

06 April 2014 - 05:03 AM

But when do I do that ? My first idea was the standart way of indirect lighting with RSM : Create Vector a = reflect( Lightposition - rsm pixel position, rsm pixel normal). Now vector a is the vector which is (maybe) directed to our dest pixel. Now I do nDotL with the dest pixels normal and vector a. Now I have to multiply this float with the rsm color and divide it by the fallof. But I don't realy unterstand what you mean with the binary test. Maybe someone can give me his way of implementing that, because I thing my way is too expensive.

In Topic: RSM indirect Light flickering

05 April 2014 - 06:22 AM

Oh thanks that makes sense. Well the double sided equation was my first idea of doing that. Is there an other way to do that ??