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gsc

DX11 trying with ssao

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Hi! I am trying to implement simple SSAO postprocess. The main source of my knowledge on this topic is that awesome tutorial.

But unfortunately something doesn't work... And after a few long hours I need some help. Here is my hlsl shader:

float3 randVec = _noise * 2.0f - 1.0f; // noise: vec: {[0;1], [0;1], 0} 
float3 tangent = normalize(randVec - normalVS * dot(randVec, normalVS)); 
float3 bitangent = cross(tangent, normalVS); 
float3x3 TBN = float3x3(tangent, bitangent, normalVS); 
float occlusion = 0.0; 
for (int i = 0; i < kernelSize; ++i) 
{ 
	float3 samplePos = samples[i].xyz; // samples: {[-1;1], [-1;1], [0;1]} 
	samplePos = mul(samplePos, TBN); 
	samplePos = positionVS.xyz + samplePos * ssaoRadius; 
				
	float4 offset = float4(samplePos, 1.0f); 
	offset = mul(offset, projectionMatrix); 
	offset.xy /= offset.w; 
	offset.y = -offset.y; 
	offset.xy = offset.xy * 0.5f + 0.5f; 
				
	float sampleDepth = tex_4.Sample(textureSampler, offset.xy).a; 
	sampleDepth = vsPosFromDepth(sampleDepth, offset.xy).z; 
				
	const float threshold = 0.025f; 
	float rangeCheck = abs(positionVS.z - sampleDepth) < ssaoRadius ? 1.0 : 0.0; 
	occlusion += (sampleDepth <= samplePos.z + threshold ? 1.0 : 0.0) * rangeCheck; 
} 
occlusion = saturate(1 - (occlusion / kernelSize));

And current result: http://imgur.com/UX2X1fc

I will really appreciate for any advice!

Edited by gsc

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I don't see this very important bit of math to transform/scale your normals:

vec3 normal = normalVS.xyz * 2.0 - 1.0;
normal = normalize(normal);

I pulled this from the tutorial you referenced (although, if you arent using Normal Maps, you might not need this)

Edited by missionctrl
changed code to match OPs code

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@missionctrl yes, I have that part of math, I am using a buffer with normals in view space (look at the attachment)

@KarimIO hmmm... if the shader hasn't any mistakes, then my data from buffers should be wrong...

Generally, I have normal buffer ( and depth buffer to reconstruct VS of geometry, but for test purpose I created special position buffers to eliminate possibility of mistakes in calculations from the depth buffer.

All buffers and results here: http://imgur.com/a/nm0bA

I have no idea, why version with positions read directly from the buffer is so noisy and the second one hasn't virtually any noise.

Edited by gsc

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      So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need.
      vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the 
      result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes.
      I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here?
       
      Best Regards and Thanks in advance
      Toastmastern
    • By Gezu
      I'm a 3D artist with basically no music knowledge at all. I do love musics like some video games and films have. I have a Yamaha DGX-205 which wasn't used by anyone for a decade and I don't know why but this January I started to learn how to play some of the musics I like. I didn't know how to start and I ended up with trying to learn Trine Dragon Graveyard. It took me 5 month to be able to play this from the beginning to the end but I really enjoyed every second of the learning process.
      Since I was not satisfied with the piano sound of my DGX-205 I tried to connect it to my PC. It took me some time to figure out how I can make it work. The app which is mentioned in the manual is not supported anymore. I did some search and installed LMMS which absolutely did what I wanted (I mean now I have nice piano sound from my PC's speakers when I press the keys :D). After installing a program designed to make music I started to wonder if it is possible for me to create music?
      Right now I'm learning a track from Child of Light but the idea of learning how to compose is still in my mind. I know there are many experienced composer around here and I would like to ask for advice. How shall I start learning? Shall I wait and learn to play more music or is it a good idea to start right now? Where can I get good info on how to learn composing? I have no particular plan with composing I only want to do it for fun.
    • By yonisi
      Hi,
      I have a terrain engine where the terrain and water are on different grids. So I'm trying to render planar reflections of the terrain into the water grid. After reading some web pages and docs and also trying to learn from the RasterTek reflections demo and the small water bodies demo as well. What I do is as follows:
      1. Create a Reflection view matrix  - Technically I ONLY flip the camera position in the Y direction (Positive Y is up) and add to it 2 * waterLevel. Then I update the View matrix and I save that matrix for later. The code:
      void Camera::UpdateReflectionViewMatrix( float waterLevel ) { mBackupPosition = mPosition; mBackupLook = mLook; mPosition.y = -mPosition.y + 2.0f * waterLevel; //mLook.y = -mLook.y + 2.0f * waterLevel; UpdateViewMatrix(); mReflectionView = View(); } 2. I render the Terrain geometry to a 512x512 sized Render target by using the Reflection view matrix and an opposite culling (My Terrain is using front culling by nature so I'm using back culling for the Reflction render pass). Let me say that I checked with the Graphics debugger and the Reflection Render target looks "OK" at this stage (Picture attached). I don't know if the fact that the terrain is shown only at the top are of the texture is expected or not, but it seems OK.

      3. Render the Reflection texture into the water using projective texturing - I hope this step is OK code wise. Basically I'm sending to the shader the WorldReflectionViewProj matrix that was created at step 1 in order to use it for the projective texture coordinates, I then convert the position in the DS (Water and terrain are drawn with Tessellation) to the projective tex coords using that WorldReflectionViewProj matrix, then I sample the reflection texture after setting up the coordinates in the PS. Here is the code:
      //Send the ReflectionWorldViewProj matrix to the shader: XMStoreFloat4x4(&mPerFrameCB.Data.ReflectionWorldViewProj, XMMatrixTranspose( ( mWorld * pCam->GetReflectedView() ) * mProj )); //Setting up the Projective tex coords in the DS: Output.projTexPosition = mul(float4(worldPos.xyz, 1), g_ReflectionWorldViewProj); //Setting up the coords in the PS and sampling the reflection texture: float2 projTexCoords; projTexCoords.x = input.projTexPosition.x / input.projTexPosition.w / 2.0 + 0.5; projTexCoords.y = -input.projTexPosition.y / input.projTexPosition.w / 2.0 + 0.5; projTexCoords += normal.xz * 0.025; float4 reflectionColor = gReflectionMap.SampleLevel(SamplerClampLinear, projTexCoords, 0); texColor += reflectionColor * 0.25; I'll add that when compiling the PS I'm getting a warning on those dividing by input.projTexPosition.w for a possible float division by 0, I tried to add some offset or some minimum to the dividing term but that still not solved my issue.
      Here is the problem itself. At relatively flat view angles I'm seeing correct reflections (Or at least so it seems), but as I pitch the camera down, I'm seeing those artifacts which I have no idea where are coming from. I'm culling the terrain in the reflection render pass when it's lower than water height (I have heightmaps for that).
       
      Any help will be appreciated because I don't know what is wrong or where else to look.
    • By thmfrnk
      Hi,
      I am looking for a usefull commandline based texture compression tool with the rights to be able to ship with my application. It should have following caps:
      Supports all major image format as source files (jpeg, png, tga, bmp) Export as DDS Compression Formats BC1, BC2, BC3, BC4, BC7 I am actually using the nvdxt tool from Nvidia, but it does not support BC4 (which I need for one-channel 8bit textures). Everything else which I found wasn't really useful.
      Any suggestions?
      Thx
       
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