An updated video using [partitioning("fractional_odd")] instead of "integer" like in the first video. Note that there it is much harder, if at all possible, to see the popping of the geometry between LOD levels [cool]
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An updated video using [partitioning("fractional_odd")] instead of "integer" like in the first video. Note that there it is much harder, if at all possible, to see the popping of the geometry between LOD levels [cool]
An updated video using [partitioning("fractional_odd")] instead of "integer" like in the first video. Note that there it is much harder, if at all possible, to see the popping of the geometry between LOD levels [cool]
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Hull Shader Partitioning Methods
Comments
ApochPiQ
Now that is fricken cool. I'd love to see how it looks textured [smile]
April 13, 2009 05:14 PM
Fantastic! That is precisely what I would expect from a geomorphing algorithm, and you don't have to do anything on the CPU side - that's quite interesting!
I wonder if the same thing could be applied to water rendering for simplified LOD on a Navier Stokes simulation so that you only need to calculate the NSE on the dynamically chosen vertices... It will be cool to see what everyone comes up with on the new hardware.
Great job - also, you are the only thing that pops up in youtube when you search for D3D11 [grin]
I wonder if the same thing could be applied to water rendering for simplified LOD on a Navier Stokes simulation so that you only need to calculate the NSE on the dynamically chosen vertices... It will be cool to see what everyone comes up with on the new hardware.
Great job - also, you are the only thing that pops up in youtube when you search for D3D11 [grin]
April 13, 2009 07:17 PM
Quote:I'd love to see how it looks texturedSo would I! Although part of me wonders whether even the interpolated positions for LOD might show up more when there is texturing involved [oh]
Quote:That is precisely what I would expect from a geomorphing algorithm, and you don't have to do anything on the CPU side - that's quite interesting!Yup, the second I realised that MS had done all the hard work here and that I literally had to change a single string in my code was pretty awesome. I thought the tessellator rocked before, but now I'm certain it rocks [cool]
Quote:I wonder if the same thing could be applied to water renderingYeah, there'd definitely be some scope here. An interesting addition is the use of the CS to pre-compute LOD values. Nvidia mention it in their GDC slides - effectively downsample the heightmap and store a 'roughness' coefficient to bias the LOD by...
Render your water simulation out to a texture, store it for the next frame and use the CS to dynamically weight which areas need higher resolution simulation [wow]
Quote:you are the only thing that pops up in youtube when you search for D3D11I'm just that far ahead of the curve! I found some "Direct3D 11" videos, but they're all utter rubbish and even I don't know what they're on about [lol]
Cheers,
Jack
April 14, 2009 03:25 PM
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