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• ### Similar Content

• 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.
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

• Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:

// get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;
That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
I had this working in the past but I can't find my old code

• Hi,
I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.

• Hello,
in my game engine i want to implement my own bone weight painting tool, so to say a virtual brush painting tool for a mesh.
I have already implemented my own "dual quaternion skinning" animation system with "morphs" (=blend shapes)  and "bone driven"  "corrective morphs" (= morph is dependent from a bending or twisting bone)
But now i have no idea which is the best method to implement a brush painting system.
Just some proposals
a.  i would build a kind of additional "vertecie structure", that can help me to find the surrounding (neighbours) vertecie indexes from a given "central vertecie" index
b.  the structure should also give information about the distance from the neighbour vertecsies to the given "central vertecie" index
c.  calculate the strength of the adding color to the "central vertecie" an the neighbour vertecies by a formula with linear or quadratic distance fall off
d.  the central vertecie would be detected as that vertecie that is hit by a orthogonal projection from my cursor (=brush) in world space an the mesh
but my problem is that there could be several  vertecies that can be hit simultaniously. e.g. i want to paint the inward side of the left leg. the right leg will also be hit.
I think the given problem is quite typical an there are standard approaches that i dont know.
Any help or tutorial are welcome
P.S. I am working with SharpDX, DirectX11

# DX11 Direct3D11 + Direct2D...working, but there are still issues

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Hi guys,

I have a small issue with the interoperability between D3D11 and D2D. I mean not exactly between those two more with those and other programs like Afterburner, Fraps, OBS etc. But I will start at the very beginning.

When I ported my DX9 engine to DX11 (SharpDX) I got rid of all the Spritebatch stuff and implemented a D2D UI. I used Shared Surfaces for that and it is working. I have no issues with it. The only thing that was really strange about the engine was that Multi-GPU (Crossfire in my case) seemed not work although this is more of a driver "thing" and I can't really do anything about it.

So yesterday I had some time to dig into it. In one of my test projects crossfire was working fine so I added code from my engine to see where it would change. It was pretty easy to find. I was creating the texture with SharedKeyMutex flag. Like this:

this.d3d11Texture = new Texture2D(device, new Texture2DDescription()
{
Height = form.Height,
Width = form.Width,
MipLevels = 1,
ArraySize = 1,
Format = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.SharedKeyedmutex
});

SharpDX.Direct3D10.Device1 d3d10_device = new SharpDX.Direct3D10.Device1(factory.GetAdapter(0), SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport, SharpDX.Direct3D10.FeatureLevel.Level_10_0);

SharpDX.DXGI.Resource sharedResource = d3d11Texture.QueryInterface<SharpDX.DXGI.Resource>();
SharpDX.Direct3D10.Texture2D d3d10Texture = d3d10_device.OpenSharedResource<SharpDX.Direct3D10.Texture2D>(sharedResource.SharedHandle);

this.mutexd3d10 = d3d10Texture.QueryInterface<KeyedMutex>();
this.mutexd3d11 = d3d11Texture.QueryInterface<KeyedMutex>();

Surface surface = d3d10Texture.AsSurface();

d2dFactory = new SharpDX.Direct2D1.Factory1();

d2dRenderTarget = new RenderTarget(d2dFactory, surface,
new RenderTargetProperties(RenderTargetType.Hardware, new PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Premultiplied),
0, 0, RenderTargetUsage.None, SharpDX.Direct2D1.FeatureLevel.Level_10));



With this code and Crossfire enabled I have 100% load on the first GPU and 4% on the second while rendering the UI. When I disable the UI the second GPU goes to 0% load. So I had to get rid of the flag. This is what I came up with:

this.d3d11Texture = new Texture2D(device, new Texture2DDescription()
{
Height = form.Height,
Width = form.Width,
MipLevels = 1,
ArraySize = 1,
Format = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});

d2dFactory = new SharpDX.Direct2D1.Factory1();
Surface1 surface1 = d3d11Texture.QueryInterface<Surface1>();

d2dRenderTarget = new RenderTarget(d2dFactory, surface1,
new RenderTargetProperties(RenderTargetType.Hardware, new PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Premultiplied),
0, 0, RenderTargetUsage.None, SharpDX.Direct2D1.FeatureLevel.Level_10));



It works just fine and even Crossfire is working as expected....BUT now there are no overlays or video recordings possible. Afterburner or Fraps just show nothing and recording results in a black video.

The problem does not only happen when I actually use the RenderTarget. It is sufficient that it is created. So if I comment out the line where it is created I have the overlays back, Crossfire works and I can record videos but of course I cannot use the UI.

So what am I missing here?

And here are some infos you might wanna know:

SharpDX 2.5 and SharpDX 2.6.3 (tried both, same results)

Windows 7 x64 Prof

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Why don't you use directly D3d11_1?

I've no example, but using the .1, you don't need the d3d10 with shader mutex, so you can avoid this problem.

Search d3d11.1 d2d1.1 interop.

SharpDX 2.6.3 support this two version (you must play with the sharpdx.targets to enable this).

You need only to create the device with BGRASupport, and then use in d2d1.

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I am actually using the Device1, Surface1, Factory1 etc. interfaces but I cannot enable FeatureLevel 11.1 because the Windows 7 driver only implements WDDM 1.1 and SharpDX tells me it needs WDDM 1.2 for FeatureLevel 11.1.

Nevertheless it is working as expected inside the application. Currently I am rendering directly on the backbuffer surface with D2D but almost every program I know and use that is providing an OSD or using hooks in one way or the other is not working. Even Intel GPA is failing to provide the OSD and it crashes most of the time.

I am also pretty sure RivaTuner Statistics Server is hooking up to the application because there is a significant difference on how long it takes for the application to close if its hooked up.

I also tested it on my Notebook which has a Nvidia card....no OSD.