| Post AULZ1sEu9ehkbvRDNY by [email protected] | |
| More posts by [email protected] | |
| Post #APNZ4riql5n9LjBjyi by [email protected] | |
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| New thread: I'm building my own game engine !The goal is to support the nee… | |
| Post #AQqE5Hx7ZzaJG846uu by [email protected] | |
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| You know what's fun with building your own engine ?Hitting. Every. Single. … | |
| Post #AR4Lt7bnjPObY8F1Wq by [email protected] | |
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| Plugged Bloom from my previous RPG project into my engine now. :) | |
| Post #AR4MC5WTi7teaAnNVA by [email protected] | |
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| I'm also using my own tone curve here, which has a path to white but withou… | |
| Post #AR6auJzL4pPVrXCW92 by [email protected] | |
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| I wonder what would be faster to generate a normal buffer: MRT during the z-pre… | |
| Post #AR6b8rkIMfKUc56EvQ by [email protected] | |
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| @froyok The latter would be significantly faster, but normals built from depth … | |
| Post #AR6bbuxhUBAuzCDsMS by [email protected] | |
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| @BartWronski Yeah, good point :) | |
| Post #ARBPgU3No3WunIrl3o by [email protected] | |
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| Alright, got a very crude "SSAO" pass working on (based only on the z… | |
| Post #ARBZEvx3UJyokePMsS by [email protected] | |
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| @froyok 👍 | |
| Post #ARHUsGRwvY3KBJf5G4 by [email protected] | |
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| XeGTAO is quite complicated to parse for me, so I'm trying out something si… | |
| Post #ARLm9qrPReGj8yst7Y by [email protected] | |
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| Alright, took a few tries but I finally got HBAO working properly !Now I need t… | |
| Post #ARLmEceXhBr2Wn8nA0 by [email protected] | |
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| The blue noise also does a very good job by default, I might be able to (almost… | |
| Post #ARPsFWQbhXVzrwH5BA by [email protected] | |
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| I now render a Normal buffer during my z-prepass which I can now feed to the HB… | |
| Post #ARPz47tFIBbCG8BPvc by [email protected] | |
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| In the future this will likely be improved by feeding the Normal maps during th… | |
| Post #ARR0Apenm5acql9H4S by [email protected] | |
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| I tried out the bilateral blur, but the underlying noise is still way too notic… | |
| Post #ARR0WPpiT5Kv84XsqO by [email protected] | |
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| IGN seems to have the advantage of sampling more coherently, so the rendering t… | |
| Post #ARiOugFmYqKjcZ8W4O by [email protected] | |
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| One of those fun evening where I finally figured out why I was leaking memory s… | |
| Post #ARiPA7Mc33Qi2sgz56 by [email protected] | |
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| From what I could see, the GC seems to wait for a factor of 2/3, so on a 500mb … | |
| Post #ARiPBLMZU6YRklG1ZI by [email protected] | |
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| On the bright side, I spent the past two days cleaning up my code, hopefully wo… | |
| Post #ARnh3jDNgr3mNQHE4O by [email protected] | |
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| Alright, started adding the debug UI with ImGui. Baby steps, but now I can easi… | |
| Post #ARniN2zCVNaL9WQ5yK by [email protected] | |
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| I also started playing around with lens-flares, once again. (I will never learn… | |
| Post #ARoSQVR9mGpS9T5Ea8 by [email protected] | |
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| @froyok i've been meaning to ask for some lens flare tips for my renderer �… | |
| Post #ARoSctn13qe99fDXHM by [email protected] | |
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| @ruby0x1 Ho, don't hesitate then ! Will be happy to discuss about it ! | |
| Post #ARobbVpjXk3g9btzhg by [email protected] | |
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| A few tweaks later and my flares are starting to not look too bad. :)Basically … | |
| Post #ARqdejgr4KWQDuKlQu by [email protected] | |
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| Wanna try one last thing on my SSAO before moving on.So I switched the blue noi… | |
| Post #ARs7JiN3yCvJpjvdpY by [email protected] | |
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| Will have to thank my colleague for the suggestion, the Bayer matrix indeed doe… | |
| Post #ARuNKVcUqode9vT5Wa by [email protected] | |
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| I couldn't resist playing further with the lens-flares. I don't know ho… | |
| Post #AS8a02HyDEGh12sFmK by [email protected] | |
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| Finally fixed a "random" artifact I was having only on Nvidia GPUs fo… | |
| Post #AS8a7tIVWf45Rjs3jE by [email protected] | |
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| I was surprised how stable that behavior is. Like I could strafe the camera and… | |
| Post #ASJp87AXaVAgWGGht2 by [email protected] | |
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| I finally started working on my lighting system. Got the basics for point-light… | |
| Post #ASJpVXF0onV82bWmRc by [email protected] | |
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| Now for the fun stuff: actually figuring out how to implement shadow volumes, i… | |
| Post #ASPXC2bDt3BhHLENm4 by [email protected] | |
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| Okay, my shadow volume is starting to go somewhere now. Geo is a bit wonky but … | |
| Post #ASPcGhwMcj0MQOAEkq by [email protected] | |
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| @froyok Great viz! Curious if you are planning to use stenciled shadows. I have… | |
| Post #ASPcN902vk1s5LxJOC by [email protected] | |
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| @thisarray They aren't really coming back no, but in my engine they do. �… | |
| Post #ASPcXs4eCTqCmCDsO0 by [email protected] | |
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| Looks like my dot was going the wrong way. Seems to look good now ! | |
| Post #ASPcagu4BmML03cOgq by [email protected] | |
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| @froyok Ah ok. Looking forward to seeing your progress! | |
| Post #ASPewTTL0QnJchdBSK by [email protected] | |
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| (Please don't mind me, I'm just here enjoying those little wires moving… | |
| Post #ASZmnyQTIFwEETLZy4 by [email protected] | |
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| Started to set up the stencil masking... it's going well. 🙃 | |
| Post #ASZztLbTqW5wy6OBiC by [email protected] | |
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| Sorted out some stuff, and now I have stencil masking... but looks like my back… | |
| Post #ASa3OjRZYgYrkNPaU4 by [email protected] | |
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| I swapped the vertex order for the degenerate quads, seems to work a bit better… | |
| Post #ASa5yeuS5ryw1AB9Xs by [email protected] | |
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| @froyok not entirely sure what I’m seeing. What’s the purpose ? | |
| Post #ASa5yezlm6EeHefOpk by [email protected] | |
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| @nick Shadow (volumes) ! :)They are drawn by stretching the mesh vertices away … | |
| Post #ASaB38YeIruatpw3Yu by [email protected] | |
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| @froyok Ah right! Does this sort of approach still work with modern pipelines? … | |
| Post #ASaB38cu33JZ71vSC0 by [email protected] | |
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| @nick It works with modern pipelines too yeah. Right now my renderer is classic… | |
| Post #ASfkuleS9Y9zgEl4fQ by [email protected] | |
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| Finally sorted out the generation of my degenerate quads, which means my shadow… | |
| Post #ASftonWNBiBfKSCtpg by [email protected] | |
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| Wireframe version (for you @nick ).Green = fontface, Red = backface. | |
| Post #ASfvDjjWVZLkm5oVeK by [email protected] | |
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| @froyok oooo oldschool | |
| Post #ASg5YZ3oNq2lIRsDom by [email protected] | |
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| @froyok @nick Looks cool :DBtw you can exploit projective space stuff and make … | |
| Post #ASg92Kad37foxz6ofA by [email protected] | |
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| @lisyarus That's part of the stuff I have in mind yeah, but I was hesitatin… | |
| Post #AShgziSHSALDiM5YX2 by [email protected] | |
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| Looks like I need to refine my mesh exporter... some geometry seems to be unsta… | |
| Post #ASiYMJ6h9sVvKUeKzA by [email protected] | |
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| Alright, the black/granular spots are related to z-buffer precision issues. I g… | |
| Post #ASiwqYVWrUN6gHDoqu by [email protected] | |
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| @froyok have you tried reverse Z? | |
| Post #ASj7NQDhh7Qs4kC8p6 by [email protected] | |
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| @froyok Hello! I just found your series. I did a lot of work on shadows 20 year… | |
| Post #ASjSXl7cvzEMpq7g92 by [email protected] | |
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| @TomF For penumbras I likely already have it stored in my documentation (wedge … | |
| Post #ASjSr8KEt9vsIkGD2m by [email protected] | |
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| @froyok It's the same sort of idea as wedge shadows, but done entirely in i… | |
| Post #ASjTP6eFdBHwwfovce by [email protected] | |
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| @TomF Thx, I will check that out ! 😃 | |
| Post #ASjbHZcynk5Y8l92ki by [email protected] | |
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| @TomF So after checking it out, I had stumbled upon it, quickly glazed over it … | |
| Post #ASsPvm16hwaH7XTK8u by [email protected] | |
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| Shadow volume go *NYOOM*.(Point light is passing inside the teapot mesh.) | |
| Post #AT1O7kTPowyoK5w0tk by [email protected] | |
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| New step ! 🥳 Now that my shadow volume generation isn't borked anymore (… | |
| Post #AT1Oh9Czqd4pAo8OY4 by [email protected] | |
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| There a few issues I need to figure out now. One being the shadow volume stretc… | |
| Post #AT1P2pUrofx8PQpdzs by [email protected] | |
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| One solution I had in mind was to use vertex pulling to discard drawing too man… | |
| Post #AT1PfRUH17x1EqxyRU by [email protected] | |
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| @froyok Glad Filament was helpful ☺️ | |
| Post #AT1Ph8XQRNrT32FTQu by [email protected] | |
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| @romainguy To be frank the code wasn't easy to parse with all the defines o… | |
| Post #AT1cSpRZw1dHB61OWe by [email protected] | |
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| @froyok Yes, you do the stretch based on vertex normal, or sometimes a special … | |
| Post #AT2VQjQmoXorQgfDhA by [email protected] | |
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| @froyok The key insight is you really only want to use the shadow volume to sha… | |
| Post #AT2VQjVOXPVPeyotsW by [email protected] | |
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| @TomF Shrinking won't do unfortunately, looks like it does not play well wi… | |
| Post #AT2taj9j5dT0N6z1Wa by [email protected] | |
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| While I'm still scratching my head on how to fix that smooth shading vs sha… | |
| Post #AT2tusI4pxHSUhUpRg by [email protected] | |
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| @froyok A cone is usually a unit-length central vector (x,y,z) and a measure of… | |
| Post #AT2xF6S6C4Vy4OWNCy by [email protected] | |
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| @TomF Thank you very much, I will dive into that ! :) | |
| Post #AT8jNftm3WbFuaQ1Ls by [email protected] | |
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| So, for the smooth shading I went with a stupid "trick".One solution … | |
| Post #AT8k1CduFRFSl8qSP2 by [email protected] | |
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| Next steps will be thinking about z-pass vs z-fail.Modern rendering methods for… | |
| Post #AT8kBavun8J6zUDvsm by [email protected] | |
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| I want to do the same, but initially I wanted to use compute shader to do the t… | |
| Post #AT8lpc6DyTl494gya8 by [email protected] | |
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| Ha, but the vertex shader is ran before any depth test, so I could potentially … | |
| Post #AT92xfiE7kI8t7tbAe by [email protected] | |
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| @froyok The GS can be quite slow anyway (honestly it should be dumped from the … | |
| Post #ATFp9FMtrDcRPIGUcK by [email protected] | |
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| In the end I had to use a compute shader (can't use atomic counter in verte… | |
| Post #ATFpBVgaA0Y4asYBjU by [email protected] | |
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| "Look mom, no z-fail !" :D | |
| Post #ATFpM4iglAQI95ZcS8 by [email protected] | |
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| What's great is that now I have a setup with a compute shader, I should be … | |
| Post #ATFpT89OP2RQoSQcFM by [email protected] | |
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| Also I do one compute pass per mesh drawn, but I could group all the meshes in … | |
| Post #ATOATT0iUwNroM3FCK by [email protected] | |
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| So, this is the z-pass only stencil shadowing working, with an additional trian… | |
| Post #ATOCOtAzzDw5QJo09o by [email protected] | |
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| @froyok This looks so good, I love all the debug geometry! | |
| Post #ATPwJqXBAmkipXfpJo by [email protected] | |
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| Okay, the whole system works but I'm now facing a bug...When the camera is … | |
| Post #ATPzStczL7qetUOino by [email protected] | |
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| @froyok Move the camera? I'm not kidding - I think that is actually the sim… | |
| Post #ATQ0dkKkKsB9CxbQzA by [email protected] | |
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| @TomF Yeah, I guess that's the best solution so far. I'm wondering if t… | |
| Post #ATUN6cuzxYtiEQZjrk by [email protected] | |
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| Alright, ported the code back to the compute shader and it globally works !I st… | |
| Post #ATUOUiutPSYjjta1nk by [email protected] | |
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| There are a few papers that tackles this subject, so I'm not worried.The bi… | |
| Post #ATVzbVts5sborIABZg by [email protected] | |
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| Meanwhile, little breakdown of my system: it takes 0.5ms to render a light on m… | |
| Post #ATY3ss1Pt4myWW8zsu by [email protected] | |
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| Okay, took some time today to finally try out Tony McMapface tone curve in my e… | |
| Post #AU0uNt9HTMBYWGzIJ6 by [email protected] | |
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| Been a while since I wrote about this.The compute rewriting is taking some time… | |
| Post #AU0uTtLXeN1qs1aL44 by [email protected] | |
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| I don't use degenerative quads anymore, it's almost fully runtime !On b… | |
| Post #AU0ueBTP6sPFzAActc by [email protected] | |
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| @froyok I still need to figure out why mine was exploding :c | |
| Post #AU0uoaiG7mXLA1566C by [email protected] | |
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| With that neighbor vertex info I can check if an edge is at the border between … | |
| Post #AU0utgtAad1flMcGye by [email protected] | |
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| @ruby0x1 I actually haven't figured out either, I went with the 3D LUT for … | |
| Post #AU0v3L9UGHOpF8qkQy by [email protected] | |
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| @ruby0x1 I tried for a while and I quit. :p | |
| Post #AU0wYKaQVvPWQ8nAJ6 by [email protected] | |
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| @froyok neat yea, I just gotta find a dds loader that isn't missing out on … | |
| Post #AU9YlyDDqfZQbZY4EC by [email protected] | |
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| I got most of the compute thingy working and performance look promising, but...… | |
| Post #AUFUXk16b1cZekbGU4 by [email protected] | |
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| Fixed. Banged hard my head on this one, turns out I just needed to add some eps… | |
| Post #AUFVt2pfw2Qm2zyZFY by [email protected] | |
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| So it's now a fully compute based pass to generate the silhouette.The reduc… | |
| Post #AUFWHeuk03Cn6c5A0W by [email protected] | |
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| I'm quite enjoying how sharp it looks ! :D(Still a few artifacts on some me… | |
| Post #AUFadNtCNVUAUWyYq0 by [email protected] | |
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| @froyok Is incredible how far you are pushing this. Is awesome to see the evolu… | |
| Post #AULYxi2E9XGTntWRnc by [email protected] | |
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| I'm currently refactoring a bit of code to add support for spot lights.Whil… | |
| Post #AULZ1sEu9ehkbvRDNY by [email protected] | |
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| But first I need to make the engine work again... this refactor is affecting th… | |
| Post #AUcKxZB8z55GfL389Q by [email protected] | |
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| After some (long) refactoring, spot lights are finally shinning in my engine ! | |
| Post #AUg0GbfSdKzRTxJ7oG by [email protected] | |
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| Directional lights support wasn't hard to add after all of that... but I ha… | |
| Post #AUkGBN7df5KSoxqwsq by [email protected] | |
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| So, the flickering is coming from my ray / triangle intersection test.Sometimes… | |
| Post #AUkGbTc49T3UTsX5we by [email protected] | |
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| That intersection test is done in my compute shader building up the shadow volu… | |
| Post #AUmhBYR0gk1mz693vk by [email protected] | |
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| I "fixed" the precision issue by not using an intersection test with … | |
| Post #AUmik1KPrvYiOe3kWW by [email protected] | |
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| Meanwhile, I switched to additive rendering and... Would you look at that, mult… | |
| Post #AVFfekvsjdbNotDgLw by [email protected] | |
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| Long time, no see, I have been quite busy. 🥁 - I got emissive surfaces worki… | |
| Post #AVFfkJ29NL0z1wnXsm by [email protected] | |
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| (Also now I understand why everybody use binary formats. It's so fast to lo… | |
| Post #AVFftohezxBzrFkVrE by [email protected] | |
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| Also Armadillo is an interesting benchmark to look at for my compute shader pas… | |
| Post #AVLVXwObsnpUkiWoPg by [email protected] | |
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| @froyok What kind of platforms will you be supporting? Please say Webgl / Webgp… | |
| Post #AVLVfqC8p30NpwSm0W by [email protected] | |
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| @skjalgsm I'm using a framework, which right now has OpenGL support and Vul… | |
| Post #AVePOUqw0iHh0883IO by [email protected] | |
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| Finally added support for fog ! 😄 Because of the way I render the lighting, … | |
| Post #AVeV5u8EOoFjcpjklU by [email protected] | |
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| I also fixed my fill light not using the SSAO pass result.So now my fake GI loo… | |
| Post #AVeuL6OtZ2EysFsJXs by [email protected] | |
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| Turns out that my hardness control on the fill lights was broken. So I fixed it… | |
| Post #AVeuvUUvRrXY2G2z9k by [email protected] | |
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| Here is a better example: | |
| Post #AVg9JVX4qVqqi8MMUK by [email protected] | |
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| @froyok This is all looking very cool! Forgive the noobish query: Is this GI so… | |
| Post #AVgueXFwKQilz1s9p2 by [email protected] | |
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| @MartianDays Ho no at all ! :DI'm kind of abusing the term "GI" h… | |
| Post #AVh0E6oScXh8APnkfI by [email protected] | |
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| @froyok aaahhh, that's a creative approach. :D | |
| Post #AViM9xQdxe5i3P2xYu by [email protected] | |
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| Things are shaping up nicely. 😊 | |
| Post #AW0hpke3Ta1MS2Muwa by [email protected] | |
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| So we are 10 days later, what has changed in my engine ?Well for starter I put … | |
| Post #AW0hxH6BDFPJ8D6xTk by [email protected] | |
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| And today I also added some blurry background to my ImGui debug UI: | |
| Post #AW74f0AGtjITIF2Z2O by [email protected] | |
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| I have started looking into optimizing my light rendering system (finally).Righ… | |
| Post #AW7Nqii1WONvlA83NY by [email protected] | |
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| @froyok https://www.shadertoy.com/view/Xtjczwhttps://www.shadertoy.com/view/XdB… | |
| Post #AW7QJrOUVfWX0B11fc by [email protected] | |
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| @ruby0x1 Hoo, sweet ! Thx ! | |
| Post #AWDTsJGgqWX46oFEQK by [email protected] | |
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| Adding a grid, because it was time it should start to look like an editor !The … | |
| Post #AWINxnyCUsliqGdJSa by [email protected] | |
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| Have been looking in some other optimizations for Shadow Volumes, but I'm s… | |
| Post #AXJ5v2jVauL7XllmuO by [email protected] | |
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| Took a break from Ombre for a few days, needed to refresh my mind.Mostly becaus… | |
| Post #AXJ69qCGUBCv0VHCXg by [email protected] | |
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| One solution I have in mind is an hybrid shadow volume + shadow mapping.My main… | |
| Post #AXJ6IbklYWRiokavCq by [email protected] | |
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| Main reason I wanna look in shadow map is because the shadow volume raster perf… | |
| Post #AXJ6gCWqzVbfXGKy8W by [email protected] | |
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| @froyok If you want to cheat, the projection of a sphere or ellipsoid is always… | |
| Post #AXJ6wEKU44KTkkC7rE by [email protected] | |
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| @TomF I stumbled on this paper since (which has code !), but I'm taking not… | |
| Post #AXJ7EWoU5486IAx63c by [email protected] | |
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| @froyok Weirder shapes (dual paraboloid etc) obviously have problems being rend… | |
| Post #AXJ7x1fKjX9wiktFL6 by [email protected] | |
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| @froyok The TL;DR might be this? I probably need to rewrite all of this at some… | |
| Post #AXJ7x1jEV2HKuqiMPw by [email protected] | |
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| @TomF Thx, I'm going to read all of that ! :D | |
| Post #AXJ8M90Qa0Auj3jZsu by [email protected] | |
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| @froyok Some of it is very much "of the time" and matches what the ha… | |
| Post #AXJAgX5Ey9996KppEe by [email protected] | |
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| @TomF No worries, it's still interesting to read ! :) | |
| Post #AXqiZodx5mCuC1iXLs by [email protected] | |
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| I'm continuing to look for ways to optimize my shadow volumes performance.T… | |
| Post #AXqjLTsfaemzhOKW36 by [email protected] | |
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| I fired up Nsight to investigate further and yeah...871M pixels tested. 🤪 Tu… | |
| Post #AXqjT7sNHsCBljpyOe by [email protected] | |
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| I get the same thing with a depth pass only, so skipping the Fragment Shader do… | |
| Post #AXqjex8L3NV7vVwZXs by [email protected] | |
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| So current ideas I wanna try out:- Subdivide the silhouette quads, maybe it cou… | |
| Post #AXrHKI6vGLUrLXbJ8y by [email protected] | |
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| @froyok That's the problem with these - the actual work done is tiny (test … | |
| Post #AXrHb2T8fg1rl1yhsm by [email protected] | |
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| @froyok Goofy idea I just had. Brace yourself.1. Render shadowbuffer.2. At silh… | |
| Post #AXrNgVHzXrlWJZkl9s by [email protected] | |
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| @froyok I can't add anything to this conversation, but I just wanted to say… | |
| Post #AXrQTGXbMpXafiQy36 by [email protected] | |
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| @TomF That's actually a very interesting idea !Right now i'm playing wi… | |
| Post #AXrUnQTuWBSz6sZmYy by [email protected] | |
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| @froyok Closer than infinity is infinitely better :-) | |
| Post #AXrcGuOV57ZDxZ3Dge by [email protected] | |
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| @TomF I think I have a corner case in mind actually: imagine a pillar casting a… | |
| Post #AXrnTlJ5HKD92Iqht2 by [email protected] | |
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| @froyok It was half a joke... buuuuut...When you look at each silhouette pair o… | |
| Post #AYE3r8NwAR7BkXDuvg by [email protected] | |
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| Update !- Quad subdivision actually helped a bit, notably by adding a quad spli… | |
| Post #AYE4Dt11TeB2k4M2bo by [email protected] | |
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| Given I have a compute shader pass to build the shadow volume on the fly each f… | |
| Post #AYEBDf7dpbPpKeI4kS by [email protected] | |
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| Looking at some perf counters, I actually do have less pixel shader invocations… | |
| Post #AYJtdUsTuUSKrV81aq by [email protected] | |
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| In the end, given the cost of overdraw it looks like it's much better to dr… | |
| Post #AYQQ1vpDjcCIry3eSG by [email protected] | |
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| I went the easy way and I added a screenpass cleanup pass.It actually works rea… | |
| Post #AYQQ9EZcQXsl2lF5Wq by [email protected] | |
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| Of course, it eats up a bit of the real shadow outline, but since it's most… | |
| Post #AYdL5b9KZgE9Bgs9Gi by [email protected] | |
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| I have added a pass to apply FXAA when I use the half-resolution depth buffer. … | |
| Post #AYdLIdM1gkTvn31hEe by [email protected] | |
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| I also started working on the light mask today which I will combine with the sh… | |
| Post #AYn7FpvmDJt4ylE7E0 by [email protected] | |
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| Got the spotlight mesh (for both editor and masking side) properly working, but… | |
| Post #AYn7UMEgtvmVE2zveq by [email protected] | |
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| I could go the way I did for the point light and just store a bunch of points t… | |
| Post #AZ0ehovlLhGzWleOuW by [email protected] | |
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| Who could have thought that working on cone intersection and other optimization… | |
| Post #AZ0gGX1m0Inc5kZrjU by [email protected] | |
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| @froyok Because code is a holistic gestalt. Everything is CONEcted. | |
| Post #AZ0kr0BVTZBKlJmB28 by [email protected] | |
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| @TomF @froyok the eyes you're using to read this post? CONES | |
| Post #AZ0kr0FPF4IixPbI6y by [email protected] | |
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| @paintedsky @TomF The infamous cone of vision. | |
| Post #AZ2uciAV3Cxago37ho by [email protected] | |
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| Alright, all back on track, and now I have scissor testing even on directional … | |
| Post #AZ2ul14yclXveoQU64 by [email protected] | |
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| Still need to update the way I cull the list of objects per light, because righ… | |
| Post #AZLtVsTPviKqfkJWoy by [email protected] | |
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| All culling/masking related stuff is done. So I'm moving on to area lights … | |
| Post #AZLth0LT0FxgGttvE0 by [email protected] | |
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| Initially I thought that clipping against the wall was a bug... but the same th… | |
| Post #AZLtsZVAdGkiUcxIOW by [email protected] | |
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| Had some precision issues too, which I "fixed" for now by clamping th… | |
| Post #AZMPzXYRT3G10vquGG by [email protected] | |
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| Well, first attempt at adjusting the sahdow based on the area didn't go wel… | |
| Post #AZO9RB6TDxKMaRHWUK by [email protected] | |
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| In order to be sure that my various area lights behave properly, I added a litt… | |
| Post #AZQmF8lWNLQaOCeaGG by [email protected] | |
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| This proved to be quite useful to debug silly HDR values.Like here with my tube… | |
| Post #AZR6btaAzQUl2mTVaq by [email protected] | |
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| Several GGX hacks later... I think I got it working somewhat okay. | |
| Post #AZR6ulbMt0drnI1yt6 by [email protected] | |
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| Something I didn't expected however is how the diffuse lighting would warp,… | |
| Post #AZR77VOaS3p3IQ7ve4 by [email protected] | |
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| But heh, I'm going to enjoy it a bit for now as-is ! ❤️ | |
| Post #AZkj2GQ4C2XLf6z9No by [email protected] | |
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| I have been reworking my engine UI the past few days. Goal is to be able to edi… | |
| Post #AZklN5YLzNKXwyv3Oi by [email protected] | |
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| @froyok Really cool! (I did not forgot you, just... supa busy : 'D) | |
| Post #AZklRn3GCjxa16cLTM by [email protected] | |
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| @GabeMoralesVR It's Dear ImGui. :) | |
| Post #AZklmRp2KWjKFwoZeK by [email protected] | |
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| @GabeMoralesVR It's just an ImageButton, so a custom image. I'm using T… | |
| Post #AZklxdXJ7MuXlvrDMm by [email protected] | |
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| @033max Tkt pas, on est tous très occupé ! ;D | |
| Post #AZkm8dNI3i8ASMPqRE by [email protected] | |
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| @GabeMoralesVR You can tweak a bit the flags for the Tables, but in my case I c… | |
| Post #AZkzYGlA3urxFb8Sbg by [email protected] | |
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| @froyok Is Riddick the avatar of your Game Engine? 😮 | |
| Post #AZkzYGpPo6GvSn7rEm by [email protected] | |
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| @fleischie28 It's just a little easter egg/nod toward the Riddick video gam… | |
| Post #AZtyKkBFWp7kuaxpaK by [email protected] | |
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| One issue that has been bothering me a bit the past few days is z-fighting betw… | |
| Post #AZtyRNi5TGbHFSUMKW by [email protected] | |
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| What I don't like about the bias is that I don't know how to compute a … | |
| Post #AZtze5Rwm1wWKkYsFs by [email protected] | |
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| @froyok We ran into so many issues with invariances and a depth prepass on Linu… | |
| Post #AZtze5VqXX3uWqNzKi by [email protected] | |
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| @romainguy Well, good to know. I already checked that my vertex shader computat… | |
| Post #AZu3mrPEkzA1CVjVHU by [email protected] | |
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| @froyok are you using reverse-z? It might be another method to look at to avoid… | |
| Post #AZu5VSYe5Ydf7Xxq0O by [email protected] | |
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| @Az I don't currently. Might be on the table too. | |
| Post #AZu5X4HlIsYGQ8plZY by [email protected] | |
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| @froyok Sometimes it can be just because of the floating point encoding that yo… | |
| Post #AZu5hW1X1obDLSDxEu by [email protected] | |
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| It's actually my shadow volume biting me in the ass once again.I had some b… | |
| Post #AZu5nMiGYfsQCp0C6i by [email protected] | |
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| @osor_io I properly switched to 32 as well (was using 24 before) and it didn… | |
| Post #AZu6GUuRAChq1YaPoW by [email protected] | |
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| @froyok Ugh, sad 😔It's so hard to track "what happens to my float&q… | |
| Post #AZu6TJmRqrgtGzxlEe by [email protected] | |
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| @osor_io Yeah, especially in this case since I'm not comparing against the … | |
| Post #AZw6HZsuXUww3pJ7g0 by [email protected] | |
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| Right now I'm refactoring my core rendering class, splitting it into multip… | |
| Post #AZw6V3SDuaL3X9Fc92 by [email protected] | |
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| @froyok Ha! I have files over 10k long. Although yes that's probably a bit … | |
| Post #AZw716cBhBwwbSC82a by [email protected] | |
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| @TomF Ha yeah... I never use those. So that's probably why I don't like… | |
| Post #AZw74Hdl9zGFfNRfLE by [email protected] | |
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| @froyok I raise you with https://cs.android.com/android/platform/superproject/m… | |
| Post #AZw74HiMsqwntfbLWa by [email protected] | |
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| @romainguy 200 lines of just includes. Thx, I hate it. x] | |
| Post #AZw7OiGVsWUm2BJUVk by [email protected] | |
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| @TomF @froyok there’s a source file at work that is 88k lines. | |
| Post #AZw7Q7GAR2udqIowYC by [email protected] | |
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| @c0dec0dec0de @TomF Which language ? I remember colleagues having to split some… | |
| Post #Aa4nRBKGYNbG5AbkSe by [email protected] | |
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| I procrastinated for a few days but it's finally done. Works with any debug… | |
| Post #Aa4nj2VY4rNvwjOtEm by [email protected] | |
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| I also fixed that weird black pixels that I was having when rendering my shadow… | |
| Post #Aa4nrrU2R2C8MRtuKG by [email protected] | |
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| It's not the perfect solution yet, because if the mesh is far away or at th… | |
| Post #Aa8j5cB0Q7vdnqZp3o by [email protected] | |
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| Progress on the editor side of things, I have now a selection buffer working !I… | |
| Post #AaCLhvkYTUxJFGmXEu by [email protected] | |
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| I reworked the outline to properly display behind objects and I have started ad… | |
| Post #AaVeoqgpHCnui9HxbM by [email protected] | |
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| I went back on fixing my shadow volumes artifacts for a third time.It turns out… | |
| Post #AaVvec0sgfB7W9NEmG by [email protected] | |
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| Another optimization that I have been wanting to do for a while, finally done. … | |
| Post #AaVwqTFPCgYflCNzdo by [email protected] | |
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| Well, performance number are curious... Didn't expected that. 🤔 When usi… | |
| Post #AaVxCBZTbWNnJE81nU by [email protected] | |
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| @froyok Is that total frame time? I would not trust the numbers from any render… | |
| Post #AaVxaySBVooBrhXPJw by [email protected] | |
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| @TomF Ho no no. It's the render time of the shadow volume itself (see "… | |
| Post #AaVxh1nlybtZzFWRX6 by [email protected] | |
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| @TomF Could maybe be an external factor, like a background application, but I d… | |
| Post #AaVy0x3PL3DX3NKrrc by [email protected] | |
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| @TomF I'm seeing different numbers depending if I select the object or not … | |
| Post #AaVy9lZXOfLG38ZEkS by [email protected] | |
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| @froyok That is very curious then. Only thing I can think of is Z/stencil-buffe… | |
| Post #AaW0P90ElS1uyEW4XI by [email protected] | |
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| @TomF Closed and restarted Chrome. Problem is now gone (and I get the best perf… | |
| Post #AaW0dl0EHKLwsZTrJA by [email protected] | |
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| Problem is gone after a restart of Chrome. Ho well. 🙃 | |
| Post #AaW7a2lR027SUBjk5A by [email protected] | |
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| @froyok Oh for fuck's sake. Bloody computers. | |
| Post #AaWE09X13nnCjFpFy4 by [email protected] | |
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| @froyok ohh shadow volumes. Looking at so many triangle silhouettes recalculate… | |
| Post #AaWuhoBE0BOFKD8Fvc by [email protected] | |
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| @froyok Also geometrical shadows make me think of a possibility implementing ph… | |
| Post #AaWuhoFTkMnDXP7eYi by [email protected] | |
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| @mrf I'm not using the CPU, this is compute based already (you can check ou… | |
| Post #AaWunG3nlsHnF4G6Hg by [email protected] | |
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| @mrf As for penumbra, this is not something I want (I wanna keep the hard shado… | |
| Post #AaWw3s40LMUfh7q5HU by [email protected] | |
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| @froyok Imagine if we could compute inner/outer shadow regions (as polys) and t… | |
| Post #AaWw9ybkvO5njGXNMu by [email protected] | |
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| @mrf Hoo, interesting ! | |
| Post #AarTDI3iFJ2gZZ04m0 by [email protected] | |
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| Baby steps: first image drawn via compute. :)Now it's time to dive into tri… | |
| Post #AazmNePrQhYNCZh27k by [email protected] | |
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| Struggling a bit with triangle rasterizing, so I think I'm going to tackle … | |
| Post #AbAuBIuWUspnOvDZR2 by [email protected] | |
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| The deinterleaving + mrt setup didn't help much on my laptop (old GTX 1060 … | |
| Post #AbAuICxr0HoCzC4H32 by [email protected] | |
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| What I like with this approach is that it's pretty easy to control the qual… | |
| Post #AbAuW6dnJLwrQbJQSO by [email protected] | |
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| Initially I wanted to see if there was a way to do this in a single dispatch, b… | |
| Post #AbPPqdVGekGRvu24ae by [email protected] | |
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| Now that my SSAO pass is cheaper, I took that opportunity to do something like … | |
| Post #AbPPzMOZdHMXTo3rlY by [email protected] | |
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| Not sure about how to properly blend these two passes without darkening things … | |
| Post #AbSnNz4UMtSQnkG0HY by [email protected] | |
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| @froyok Did you try line-sweep SSAO approaches? They tend to be cheaper for a l… | |
| Post #AbSztgUw9rdHuhVhzM by [email protected] | |
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| @k_narkowicz Hoo, forgot about this presentation, i'm going to check it out… | |
| Post #AbTmn8l9ZzCnIAbYGW by [email protected] | |
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| Fill light + SSAO really do wonders. ❤️ | |
| Post #AbTs4jJRQeTlLwqiRc by [email protected] | |
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| Also, happy anniversary to Ombre !It has been a year since I started working on… | |
| Post #AbyP8z9laaecscl65A by [email protected] | |
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| I have been working on adding support for translucency in my engine.Biggest dif… | |
| Post #AbylTOEqF8BFSAGd6G by [email protected] | |
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| I'm hopeful that at some point adding new features to the engine won't … | |
| Post #AbynwwrembqX9Ne3JA by [email protected] | |
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| @froyok Translucency is the absolute worst. It's so invasive and disruptive… | |
| Post #Abzs1TDP2W5bcLBj1M by [email protected] | |
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| @TomF I guess I could do that indeed, I don't have a strong use-case for th… | |
| Post #AcV365Qy0VQWhmh6Aq by [email protected] | |
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| A huge refactor later... lights are now merged into a buffers and I can render … | |
| Post #AcV3Nf1ovAyG1RJPJA by [email protected] | |
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| I also took the opportunity to implement the "just in time" depth pre… | |
| Post #AcV3fkhOZpJ0p0NwFE by [email protected] | |
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| I also got back in my old color grading LUT code from another project, so I can… | |
| Post #AcVULVsEgUI7oT1sn2 by [email protected] | |
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| I have a hack, to the help of a colleague, that allows me to have "glass&#… | |
| Post #AcWhY2z8tbJKXkWj0C by [email protected] | |
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| Got fog working with transparency! :D | |
| Post #AcY1L24DBtwEAjvgCe by [email protected] | |
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| Currently investigating an infinite/nan issue that appeared again, related to t… | |
| Post #AcdopckXElpyAnk4rw by [email protected] | |
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| I fixed a few issues while looking at this BRDF problem:- I was clamping the ro… | |
| Post #AcdpBnDmz3e11PzqE4 by [email protected] | |
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| Now that all of this is fixed, I started to look into blurry/frosted glass. Mai… | |
| Post #AcdplST9cKfl5LBpdg by [email protected] | |
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| Noticing this made me finally understand what they meant in their original slid… | |
| Post #Acdq7LMgiAo1QFbKSW by [email protected] | |
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| But still, to be sure I fired up RenderDoc to capture the game (on Windows, bec… | |
| Post #AcdqOuekkhJxndQdJA by [email protected] | |
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| Curiously, the glass is made of multiple meshes drawn in separate drawcalls, I … | |
| Post #AuYATi3T8bNAeQObZI by [email protected] | |
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| @froyok amazing!!! keep it up! |