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Member Since 27 Dec 2004
Offline Last Active Yesterday, 04:59 PM

Topics I've Started

Volume rendering uing 3D texture as intermediate storage

06 October 2015 - 01:35 PM

Hi, all


I've read a couple of presentations on volume rendering. (Frostbite volume rendering, AC4 volume fog), They are using 3D texture as intermediate storage that is later used for ray marching (so that you can raymarch once for multiple volume entities).  However, you need to 'voxelize' the volume entities into this intermediate 3D storage ... can anyone explain how to achieve this? 


i think since the target rt is 3D texture, we need to render the volume entities into each depth slice of 3D texture with adjusted near/far plane ... but not sure.


thanks in advance.

directional shadow in reflection map

06 January 2014 - 05:02 PM



i'm trying to implement directional shadow in cube reflection map.  I'm trying to avoid the case where i have to re-render reflected objects into separate shadow map.  Here is what i'm thinking ...


- render cube reflectionmap along with cube depth map

- for each pixel in reflectionmap, (all cube texture) cast a ray to the sun, and use cube depth map to check if ray is obstructed by object

- if it's obstructed, then shade a pixel.


i'm not quite sure about step 2, is it possible to use the ray vector as reflection vector into cubemap ref. texture? 

Improving cascade shadow

02 December 2013 - 05:32 PM



I'm working on improving cascade shadows for my project.  The main problem is that for cascades that are distant (i have 4 cascades) i see some kind of 'chain-saw' looking edge.  i thought about implementing SDSM, but my project doesn't allow GPU-generated data to be used for cascade bounds ... (we have two threads, one doing all update and the other doing all the rendering)  


Is there any other way of countering this kinds of visual problem in cascade shadow?

how to copy depthstencil rendertarget

04 September 2013 - 05:38 PM

... without using copyresource/copysubresource?


i need to copy depth/stencil from one depth target to another using blitting screen aligned rectangle (via shader). i'm able to copy depth info, but somehow stencil info is lost.  (i'm guessing it's prolly source shader resource view is R24_X8 type ... )


any idea?

uniform bool shader function arguments not working!

28 February 2013 - 04:43 PM



i'm trying to update old shader codes.  When i try to use uniform bool shader arguments, i found that shader function is not getting correct value.  So, for example,


technique abc


pass 0


SetVertexShader( CompileShader( vs_4_0, vs(true) ) );




vsout vs(vsin IN, uniform bool bCheck)


if (bCheck)






it seems bCheck is always false, and i'm not sure what's preventing bool value to be passed to vs function.  Any idea?