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• ### Similar Content

• By Jiraya
For a 2D game, does using a float2 for position increases performance in any way?
I know that in the end the vertex shader will have to return a float4 anyway, but does using a float2 decreases the amount of data that will have to be sent from the CPU to the GPU?

• By ucfchuck
I am feeding in 16 bit unsigned integer data to process in a compute shader and i need to get a standard deviation.
So I read in a series of samples and push them into float arrays
float vals1[9], vals2[9], vals3[9], vals4[9]; int x = 0,y=0; for ( x = 0; x < 3; x++) { for (y = 0; y < 3; y++) { vals1[3 * x + y] = (float) (asuint(Input1[threadID.xy + int2(x - 1, y - 1)].x)); vals2[3 * x + y] = (float) (asuint(Input2[threadID.xy + int2(x - 1, y - 1)].x)); vals3[3 * x + y] = (float) (asuint(Input3[threadID.xy + int2(x - 1, y - 1)].x)); vals4[3 * x + y] = (float) (asuint(Input4[threadID.xy + int2(x - 1, y - 1)].x)); } } I can send these values out directly and the data is as expected

Output1[threadID.xy] = (uint) (vals1[4] ); Output2[threadID.xy] = (uint) (vals2[4] ); Output3[threadID.xy] = (uint) (vals3[4] ); Output4[threadID.xy] = (uint) (vals4[4] ); however if i do anything to that data it is destroyed.
If i add a
vals1[4] = vals1[4]/2;
or a
vals1[4] = vals[1]-vals[4];
the data is gone and everything comes back 0.

How does one go about converting a uint to a float and performing operations on it and then converting back to a rounded uint?
• By fs1
I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
I would like to add a custom path for the D3DCompile function to search for some of my includes.
I have not found any working example. Could someone point me on how to implement these functions? I would like D3DCompile to look at a custom C:\Folder path for some of the include files.
Thanks
• By stale
I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white.

The parts of the mesh that are discolored changes as well, as pictured below (mesh is being clipped by far plane).

Here is my pixel shader. As mentioned, I simply hard code it to output white:
float PS(DOUT pin) : SV_Target { return float4(1.0f, 1.0f, 1.0f, 1.0f); } I'm completely lost on what could be causing this, so any help in the right direction would be greatly appreciated. If I can help by providing more information please let me know.

• Hello,
i try to implement voxel cone tracing in my game engine.
I have read many publications about this, but some crucial portions are still not clear to me.
At first step i try to emplement the easiest "poor mans" method
a.  my test scene "Sponza Atrium" is voxelized completetly in a static voxel grid 128^3 ( structured buffer contains albedo)
b. i dont care about "conservative rasterization" and dont use any sparse voxel access structure
c. every voxel does have the same color for every side ( top, bottom, front .. )
d.  one directional light injects light to the voxels ( another stuctured buffer )
I will try to say what i think is correct ( please correct me )
GI lighting a given vertecie  in a ideal method
A.  we would shoot many ( e.g. 1000 ) rays in the half hemisphere which is oriented according to the normal of that vertecie
B.  we would take into account every occluder ( which is very much work load) and sample the color from the hit point.
C. according to the angle between ray and the vertecie normal we would weigth ( cosin ) the color and sum up all samples and devide by the count of rays
Voxel GI lighting
In priciple we want to do the same thing with our voxel structure.
Even if we would know where the correct hit points of the vertecie are we would have the task to calculate the weighted sum of many voxels.
Saving time for weighted summing up of colors of each voxel
To save the time for weighted summing up of colors of each voxel we build bricks or clusters.
Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
The color of a side of a "cluster voxel" is the average of the colors of the four containing voxels sides with the same orientation.

After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
Cone tracing, howto ??
Here my understanding is confus ?? How is the voxel structure efficiently traced.
I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
Supposed,  i am in a dark room that is filled with many boxes of different kind of sizes an i have a pocket lamp e.g. with a pyramid formed light cone
- i would see some single voxels near or far
- i would also see many different kind of boxes "clustered voxels" of different sizes which are partly occluded
How do i make a weighted sum of this ligting area ??
e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
Please be patient with me, i really try to understand but maybe i need some more explanation than others
best regards evelyn

# DX11 DX11 SSAO - Wierd Overlay

This topic is 1853 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi guys!

Right now I'm facing a problem with SSAO, which is the following:

See those wierd dots or what it is, well that's my failed implementation of SSAO

And here's the output just from the ssao:

Depth and Normal Rendering:

cbuffer ConstantObjectBuffer : register (b0)
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;

float state;
};

struct VOut
{
float4 position : SV_POSITION;
float4 depthPosition : TEXTURE0;
float4 normal : NORMAL;
};

VOut VShader(float4 position : POSITION, float4 normal : NORMAL)
{
VOut output;

position.w = 1.0f;

// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);

output.normal = normal;

// Store the position value in a second input value for depth value calculations.
output.depthPosition = output.position;

return output;
}

float4 PShader(VOut input) : SV_TARGET
{
float4 color = float4(1,1,1,1);

if (state == 5 || state == 2) // 5 or 2 is depth rendering
{
float depthValue;
depthValue = input.depthPosition.z / input.depthPosition.w;
color = float4(depthValue, depthValue, depthValue, 1.0f);
}
else if (state == 6) // 6 is normal rendering
{
float3 viewSpaceNormalizedNormals = 0.5 * normalize (input.normal) + 0.5;
color = float4(viewSpaceNormalizedNormals, 1);
}

return color;
}


Full screen quad rendering (both depth and normal maps looks correct): PLEASE TAKE IN MIND THAT THIS SHADER HAS OTHER PURPOSES AND IS NEWLY BUILT, so there's mistakes...

Texture2D t_dffmap : register(t0);
Texture2D t_depthmap : register(t1);
Texture2D t_normalmap : register(t2);
Texture2D t_random : register(t3);
SamplerState ss;

cbuffer PARAMSBUFFER : register(b0)
{
float time;
float hblur;
float bloomExtract;
float bloom;
float pixelDisortion;
float pixelDisorterAmount;
float2 space;
};

cbuffer BloomBuffer : register(b1)
{
float BloomThreshold;
float BloomSaturation;
float BaseSaturation;
float BloomIntensity;
float BaseIntensity;
};

struct VS_Output
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
float2 texCoord5 : TEXCOORD5;
float2 texCoord6 : TEXCOORD6;
float2 texCoord7 : TEXCOORD7;
float2 texCoord8 : TEXCOORD8;
float2 texCoord9 : TEXCOORD9;
};

VS_Output VShader(uint id : SV_VertexID)
{
VS_Output Output;
Output.Tex = float2((id << 1) & 2, id & 2);
Output.Pos = float4(Output.Tex * float2(2,-2) + float2(-1,1), 0, 1);

if (hblur == 1)
{
float texelSize = 1.0f / 800;

// Create UV coordinates for the pixel and its four horizontal neighbors on either side.
Output.texCoord1 = Output.Tex + float2(texelSize * -4.0f, 0.0f);
Output.texCoord2 = Output.Tex + float2(texelSize * -3.0f, 0.0f);
Output.texCoord3 = Output.Tex + float2(texelSize * -2.0f, 0.0f);
Output.texCoord4 = Output.Tex + float2(texelSize * -1.0f, 0.0f);
Output.texCoord5 = Output.Tex + float2(texelSize *  0.0f, 0.0f);
Output.texCoord6 = Output.Tex + float2(texelSize *  1.0f, 0.0f);
Output.texCoord7 = Output.Tex + float2(texelSize *  2.0f, 0.0f);
Output.texCoord8 = Output.Tex + float2(texelSize *  3.0f, 0.0f);
Output.texCoord9 = Output.Tex + float2(texelSize *  4.0f, 0.0f);
}

return Output;
}

// Helper for modifying the saturation of a color.
float4 AdjustSaturation(float4 color, float saturation)
{
// The constants 0.3, 0.59, and 0.11 are chosen because the
// human eye is more sensitive to green light, and less to blue.
float grey = dot(color, float3(0.3, 0.59, 0.11));

return lerp(grey, color, saturation);
}

// Ambient Occlusion Stuff --------------------------------------------------

float3 getPosition(in float2 uv)
{
return t_depthmap.Sample(ss, uv).xyz;
}

float3 getNormal(in float2 uv)
{
return normalize(t_normalmap.Sample(ss, uv).xyz * 2.0f - 1.0f);
}

float2 getRandom(in float2 uv)
{
return normalize(t_random.Sample(ss, float2(800, 600) * uv / 3 /*RZ*/).xy * 2.0f - 1.0f);
}

float doAmbientOcclusion(in float2 tcoord,in float2 uv, in float3 p, in float3 cnorm)
{
float3 diff = getPosition(tcoord + uv) - p;
const float3 v = normalize(diff);
const float d = length(diff)*1; // g_scale
return max(0.0,dot(cnorm,v)-0.01 /*g_bia*/)*(1.0/(1.0+d))*2/*g_int*/;
}

// End

float4 PShader(VS_Output input) : SV_TARGET
{
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);

if (pixelDisortion == 1)
{
// Distortion factor
float NoiseX = pixelDisorterAmount * (time/1000) * sin(input.Tex.x * input.Tex.y+time/1000);
NoiseX=fmod(NoiseX,8) * fmod(NoiseX,4);

// Use our distortion factor to compute how much it will affect each
// texture coordinate
float DistortX = fmod(NoiseX,5);
float DistortY = fmod(NoiseX,5+0.002);

// Create our new texture coordinate based on our distortion factor
input.Tex = float2(DistortX,DistortY);
}

float4 dffMAP = t_dffmap.Sample(ss, input.Tex);

if (hblur == 1)
{
float weight0, weight1, weight2, weight3, weight4;
float normalization;

// Create the weights that each neighbor pixel will contribute to the blur.
weight0 = 1.0f;
weight1 = 0.9f;
weight2 = 0.55f;
weight3 = 0.18f;
weight4 = 0.1f;

// Create a normalized value to average the weights out a bit.
normalization = (weight0 + 2.0f * (weight1 + weight2 + weight3 + weight4));

// Normalize the weights.
weight0 = weight0 / normalization;
weight1 = weight1 / normalization;
weight2 = weight2 / normalization;
weight3 = weight3 / normalization;
weight4 = weight4 / normalization;

// Add the nine horizontal pixels to the color by the specific weight of each.
color += t_dffmap.Sample(ss, input.texCoord1) * weight4;
color += t_dffmap.Sample(ss, input.texCoord2) * weight3;
color += t_dffmap.Sample(ss, input.texCoord3) * weight2;
color += t_dffmap.Sample(ss, input.texCoord4) * weight1;
color += t_dffmap.Sample(ss, input.texCoord5) * weight0;
color += t_dffmap.Sample(ss, input.texCoord6) * weight1;
color += t_dffmap.Sample(ss, input.texCoord7) * weight2;
color += t_dffmap.Sample(ss, input.texCoord8) * weight3;
color += t_dffmap.Sample(ss, input.texCoord9) * weight4;
}
else
color = dffMAP;

if(bloom == 1)
{
// Look up the bloom and original base image colors.
float4 bloom = saturate((dffMAP - BloomThreshold) / (1 - BloomThreshold));

// Adjust color saturation and intensity.
bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity;
color = AdjustSaturation(color, BaseSaturation) * BaseIntensity;

// Darken down the base image in areas where there is a lot of bloom,
// to prevent things looking excessively burned-out.
color *= (1 - saturate(bloom));

// Combine the two images.
color += bloom;
}

// Apply SSAO

const float2 vec[4] = {float2(1,0),float2(-1,0),
float2(0,1),float2(0,-1)};

float3 p = getPosition(input.Tex);
float3 n = getNormal(input.Tex);
float2 rand = getRandom(input.Tex);

float ao = 0.0f;
float rad = 1/p.z; // g_s_r

//**SSAO Calculation**//
int iterations = 1;
for (int j = 0; j < iterations; ++j)
{
float2 coord1 = reflect(vec[j],rand)*rad;
float2 coord2 = float2(coord1.x*0.707 - coord1.y*0.707,
coord1.x*0.707 + coord1.y*0.707);

ao += doAmbientOcclusion(input.Tex,coord1*0.25, p, n);
ao += doAmbientOcclusion(input.Tex,coord2*0.5, p, n);
ao += doAmbientOcclusion(input.Tex,coord1*0.75, p, n);
ao += doAmbientOcclusion(input.Tex,coord2, p, n);
}
ao/=(float)iterations*4.0;

color *= 1.0f - ao;

return color;
}


Now what on earth am I doing wrong?

PS. I'm going to be gone for 10-11 hours from the start of this topic, but I'll come back!

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Ok, it got a bit better now, here's my output, but is this right?

Values: