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Questions about Lpvinjection and DX12 #8
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I have known the question 2:because SV_postion will do xyz/w,and perspective projection need the thing xy 's scale is connected with Z.and you use another one ,so you need Z doesn't over divided |
Hello @Xiyinyue ! Sorry that it took me so long to reply, I was on vacation:)
P.S. Thanks for the kind words! I never thought anyone would be interested in this project, to be honest:) However, I am still doubtful about this project being a good DX12 learning resource, as there are many other better projects out there... But it was indeed my playground when I started with DX12 and DXR. In general, I think if you want to focus on some visual/rendering techniques, you might want to consider the easiest API possible (i.e., DX11 or OpenGL if you do not need hardware raytracing) or even a ready framework/engine. If you want to focus on learning new APIs, then visual/graphics stuff should not be that important in my opinion but building the architecture from scratch will be. Doing both at the same time is tricky and might require way more time to finish. |
Hello, In my ongoing learning, the LPV I think I can find it's problem.This may worry unnecessarily,because the rendering just need something looks right instead of physics right.
the VXGI parthere is some question confusing me;
float4 anisoSample =
weight.x * ((posX) ? voxelTexturePosX.SampleLevel(LinearSampler, uv, anisoLevel) : voxelTextureNegX.SampleLevel(LinearSampler, uv, anisoLevel)) +
weight.y * ((posY) ? voxelTexturePosY.SampleLevel(LinearSampler, uv, anisoLevel) : voxelTextureNegY.SampleLevel(LinearSampler, uv, anisoLevel)) +
weight.z * ((posZ) ? voxelTexturePosZ.SampleLevel(LinearSampler, uv, anisoLevel) : voxelTextureNegZ.SampleLevel(LinearSampler, uv, anisoLevel)); we sample a float4 which hold a let's see the first direction while tracing
I will try to find some way to debug Voxel ..... Hoping that you have a happy vacation! |
the LPV is not so right so I mean when it looks ok ,then it is ok, there is no need to care too much |
Good morning !
It's me again.and this time I have these questions...
Question 1. Is the
auto sample = reinterpret_cast<DXRSExampleGIScene*>(GetWindowLongPtr(hWnd, GWLP_USERDATA));
inLRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
meaningful?
because the gsample is already a global value. I can predict the meaning of it is to be more OOP,and so that we can be more portability
Question 2. to generate the shadow map
we have a
VSOnlyMain
function,and I can't understand result.z *= result.w;I guess the Hardware will do xyz/w for us ,after we output the float4
to be honest I don't know what situation will do xyz/w. I guess it will be done when use SV_position instead of Target0?
Question 3. The LPV injection
what we do? we put all RSM texels into LPV volume, in the program, is 2048*2048 into 32*32*32
it's obvious that the volume count is not enough,and this will lead to :
in the volume the old value will be coverd by new value ,because there must be two texels in one volume.
So I do a thing just like what you have done in propagation: Blend ! But the result is not so ideal
there is no indirect light!
please see the comparation, the below one is your right answer ,the up one is my wrong answer
Misc: If you don't have time ,you can omit this!
Thank you for your project. Without your project I will be breakdown,the Chinese toturial of DX12 is too rare
And I choose DX12 instead of OpenGL in mistake.The beginner should choose OpenGL better I think . because In my area, undergraduate don't have time to waste for DX12.It's too hard I think . and to find a work ,you just need OpenGL then your choice will be more.... I still have no offer T_T
And I will write a toturial about your project,For all DX12 Novice. I think then they may be easier to learn.
At last , Thank you very much!,and I feel sorry to occupy your time
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