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YixunLiu

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About YixunLiu

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  1. Thank you so much TomKQT. I did not describe my question clearly. I have a HoloLens device and even look through it I cannot get a feeling that the red hologram is inside the lampshade. BTW, I did not scan the lampshade. The suggestion I got from other people is scanning the lampshade and render its outer edges.
  2. Hi I want to render a hologram inside a real object. But the Mixed Reality Capture result shows the hologram looks like out of the real object. Please see the attached image in which the real object is a lampshade. Thanks. YL
  3. Thank you so much for both of your detailed explanation. From your explanation, it looks I need to create a normal map, specular map and texture map and use Phong shading by considering ambient lighting.
  4. Hi, The attached rendering result about the human heart looks so realistic. I would like to get some suggestion about how to reach this effect. What I have is a surface triangle mesh of the heart (has vertex normals, but no color and no texture). I think I need the following processes: 1. Use 3D Max to associate the surface model with a texture 2. Rendering with lighting (Is Phong shading sufficient?) I am not sure if my consideration is correct or not. Any suggestion are really appreciated. YL
  5. YixunLiu

    Use a cone to cut a surface mesh

    Thanks for reminder.
  6. Hi, I have a surface mesh and I want to use a cone to cut a hole on the surface mesh. Anybody know a fast method to calculate the intersected boundary of these two geometries? Thanks. YL
  7. Many thanks Infinisearch! Thank you so much for your detailed information!
  8. Got it. Thanks. I got similar answer from other places. https://gamedev.stackexchange.com/questions/26719/when-does-depth-testing-happen "This is the idea behind the Early-Z optimization, where if you're rendering a pixel whose pixel shader doesn't change the depth, the hardware may never actually run the pixel shader (or, more likely, if a full 2x2 quad of pixels is occluded, then none of them will be run through the pixel shader). This is why you want to render a fully-opaque scene from front to back."
  9. I am confused about "it doesn't need to be run at all if the fragment fails the depth test". The output merge stage gets color and depth from pixel shader output and then do depth and stencil test. I think this means the pixel shader will run no matter if the fragment pass the depth and stencil test or not, right? Thank.
  10. Hi, I would like to know if rendering opaque surfaces in front-to-back order (closer ones first, more distant ones last) can improve performance much. By 'opaque' I mean surfaces for which the DepthWriteMask is set to one in the depth-stencil state. I think no matte we adjust order or not, the pixel shader needs to be performed. The difference is the output merge stage. Does this improve performance much? Thanks. YL
  11. Thanks Hodgman. I am not clear about the first method you mentioned. For example, I can run the following code in main thread, m_d3dContext->Map(vertexBuffer2.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Update the vertex buffer here. memcpy(mappedResource.pData, vertices, sizeof(vertices)); // Reenable GPU access to the vertex buffer data. m_d3dContext->Unmap(vertexBuffer2.Get(), 0); To run the above code in two threads, I run map and unmap in main thread and memcpy in another thread. However, is it safe to call unmap while another thread is updating the buffer? Thanks.
  12. YixunLiu

    Free-form line in 3D space

    Got it. Thanks.
  13. Hi, I want to render a object with a dynamic vertex buffer and I do rendering in UI thread. I am thinking is it possible to change this vertex buffer content in a non UI thread using Map and Unmap. Thanks. YL
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