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nbertoa

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  1. 3D

    I just added a new article Lighting Series Part 3 - Radiance
  2. 3D

    I just added a new article Lighting Series Part 2 - Radiant Energy and Radiant Power
  3. 3D

    Hi, _Silence_ First of all, thanks for all your suggestions. I totally agree with you. To avoid a very long post, I did not include radiometric units. I knew this was going to be an important omission, so I commented about this situation at the beginning and at the end of the article (and in Lighting Series main post). I plan to include photometry-radiometry comparison in the next post too. Thanks again!
  4. Hi, community. I am writing a series of articles about Lighting related with real-time computer graphics. The purpose is to get information from a lot of great resources like computer graphics books, blogs, and forums, and try to explain them as easy and clear as I can. I am going to update the list periodically. Lighting Series The first post in the list is the following Lighting Series Part 1 - Light and Radiometry Update (2017.07.05) Lighting Series Part 2 - Radiant Energy and Radiant Power Update (2017.07.16) Lighting Series Part 3 - Radiance All suggestions for improvements, corrections, and new topics, are very welcome because in this way I am going to learn a lot and, and why not, maybe this helps anybody with the same doubts than me. Hope you find this useful!
  5. Hi, YixunLui. To do that you can load a 3D model using a library like Assimp or you could have your own geometry generator in the application. Here, you can see an example of some methods to generate some shapes like spheres, cylinders, cubes, etc.
  6. Assimp can be used to load it. Then, if you want to use DirectX, you need to decide which version to use. If, for example, you decide to use DirectX11, then you can learn from this book or from this webpage.
  7. Hi, Cyndanera. Open Asset Import Library (Assimp) is used to import various 3D model formats. Based on this link, b3d format is supported
  8. 3D

    If you send a line primitive, then you can expand it into a segment in the geometry shader. I have some geometry shader code to do that. #version 330 compatibility // 2 points are expanded into a quad (2 triangles = 4 vertices) layout(lines) in; layout(triangle_strip, max_vertices = 4) out; in VertexShaderOutput { vec4 positionViewSpace; vec4 color; } vertexShaderOutput[]; uniform mat4 projectionMatrix; uniform float lineWidth; out GeometryShaderOutput { vec4 color; } geometryShaderOutput; void main() { // We compute the side vector. it is used to know in what direction we need to translate quad vertices for this line. vec3 sourceToDestVectorViewSpace = normalize(vertexShaderOutput[1].positionViewSpace - vertexShaderOutput[0].positionViewSpace).xyz; vec3 sourceToCameraVectorViewSpace = normalize(-1.0f * vertexShaderOutput[0].positionViewSpace.xyz); vec4 sideVectorViewSpace = lineWidth * 0.5f * vec4(normalize(cross(sourceToDestVectorViewSpace, sourceToCameraVectorViewSpace)), 0.0f); // Output line quad gl_Position = projectionMatrix * (vertexShaderOutput[1].positionViewSpace + sideVectorViewSpace); geometryShaderOutput.color = vertexShaderOutput[1].color; EmitVertex(); gl_Position = projectionMatrix * (vertexShaderOutput[1].positionViewSpace - sideVectorViewSpace); geometryShaderOutput.color = vertexShaderOutput[1].color; EmitVertex(); gl_Position = projectionMatrix * (vertexShaderOutput[0].positionViewSpace + sideVectorViewSpace); geometryShaderOutput.color = vertexShaderOutput[0].color; EmitVertex(); gl_Position = projectionMatrix * (vertexShaderOutput[0].positionViewSpace - sideVectorViewSpace); geometryShaderOutput.color = vertexShaderOutput[0].color; EmitVertex(); } Hope this helps!
  9. Good explanation about rotation matrices, and its construction. https://www.fastgraph.com/makegames/3drotation/ https://www.youtube.com/watch?v=RqZH-7hlI48 If you are using DirectX, you could use DirectXMath library that has several methods to apply operations on matrices. https://msdn.microsoft.com/en-us/library/windows/desktop/ee415594(v=vs.85).aspx If you want to read a book, I recommend 3D Math Primer 2nd Edition. It has geometric and mathematic explanation about many topics, in particular, rotation matrices. https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ref=sr_1_1?ie=UTF8&qid=1498480799&sr=8-1&keywords=3d+math+primer
  10. Thanks for the suggestions! I will try to understand the basic algorithm and then continue with HiZ Screen Space Cone Traced Reflections
  11. I need to add local reflections to my framework and I was researching about the different options. I begun with HiZ Screen Space Cone Traced Reflections from GPU 5 book, but apparently the book article is incomplete (https://www.gamedev.net/topic/658702-help-with-gpu-pro-5-hi-z-screen-space-reflections/). And about Stochastic Screen Space Reflections there are only slides without source code or detailed steps.
  12. Hi, community. What are the state of the art techniques to implement local reflections? HiZ Screen Space Cone Traced Reflections? Stochastic Screen Space Reflection? Any other?  
  13. DX12

    @#include Graphics: Thanks!   I just added 3 videos to show BRE. BRE Demo #1: Physically Based Rendering BRE Demo #2: Normal Mapping BRE Demo #3: Color Mapping and Height Mapping
  14. DX12

    Thanks, newtechnology!
  15. Hi, community. BRE is a rendering framework or engine (under development) which purpose is to have a codebase on which develop techniques related to computer graphics and also to apply the stuff I learn about DirectX 12. I just write a series of articles about its architecture, problems, limitations, techniques, passes, scene format, etc. Its main page is located at https://nbertoa.wordpress.com/bre/ You can access the different articles I wrote about it in the following list BRE ARCHITECTURE SERIES PART 1 - OVERVIEW BRE ARCHITECTURE SERIES PART 2 - MANAGERS BRE ARCHITECTURE SERIES PART 3 - HELPERS BRE ARCHITECTURE SERIES PART 4 - SCENE FORMAT BRE ARCHITECTURE SERIES PART 5 - SCENE GENERATION BRE ARCHITECTURE SERIES PART 6 - RENDER MANAGER AND COMMAND LIST EXECUTOR BRE ARCHITECTURE SERIES PART 7 - GEOMETRY PASS BRE ARCHITECTURE SERIES PART 8 - ENVIRONMENT LIGHT PASS BRE ARCHITECTURE SERIES PART 9 - SKYBOX PASS BRE ARCHITECTURE SERIES PART 10 - TONE MAPPING PASS AND POST PROCESS PASS BRE ARCHITECTURE SERIES PART 11 - AMBIENT OCCLUSION PASS My intention is to share my knowledge and also receive feedback/improvements. Thanks! And hope you find it useful