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Jason Z

Member Since 04 Feb 2004
Offline Last Active May 14 2016 05:17 AM

Posts I've Made

In Topic: Use Buffer or Texture, PS or CS for GPU Image Processing?

30 April 2016 - 05:20 AM

I haven't done a direct comparison myself, but you have already stated that it depends on the filter size.  You also mentioned that the PS has access to some texture filtering instructions that aren't available to the CS - but will you make use of filtering operations?  It sounds like you already know quite a bit about the difference between the two shaders, so you just need to apply that to your specific needs and see which one is needed.


By the way, there is a separable bilateral filter implementation available in my Hieroglyph 3 engine in case you want to start out there.  I would be interested to hear what choice you make on this topic!

In Topic: Transparency Blending in Directx 11?

29 April 2016 - 04:56 AM

I wouldn't use blending, but rather just look up in the cube map where the refraction points to.  That can of course be combined with partial reflection as well, but I wouldn't use alpha blending!

In Topic: DirectX 11 Volume Rendering Advice Needed

11 April 2016 - 07:14 PM

For #1, you are clipping the geometry that goes behind the near clipping plane of the view frustrum.  If you want to keep that from happening, you can modify your vertex shader to transform your vertices such that their Z component is set to 0 if it has a negative value after the transformation has been applied.  This will make the vertices get pushed back by your camera, and should keep your cube from being cut.


I don't really understand the issue in #2 - can you clarify that a bit more? 

In Topic: Hololens Development Tools

31 March 2016 - 04:56 AM

I have only one concern: will it ever be a mass consumer device? Reading that site looks like they (MS) are taking the same way of Kinect... But this time is more expensive.

Only time will tell, but to me it seems like they have put a ton of effort into ensuring that there are lots of developer tools ready for people to build things *before* the consumer launch of the device.  That is the similar model to what Oculus has done, although this is a significantly more expensive developer kit.


Still, this is a new set of capabilities that we didn't really have access to before.  It should be fun to see what people can build with it!

In Topic: vertex shader useless when using geometry shader?

25 February 2016 - 02:17 PM

Why not run an experiment and see which one is faster?  I am sure there are situations where each option will be faster, and lots of situations where it is a wash.  If you try it out in your own engine both ways, then you can get a feel for how much of a difference it really makes, and learn more about how to profile how effective your changes are.


Then you can tell people what you found, and back it up with hard numbers :)