[D3D12] Image Based Lighting + ToneMapping
Hi community I wrote a new post about Image Based Lighting + Tone Mapping in my little DirectX 12 rendering engine. Post Link Tone Mapping Video Link Image Based Lighting Video Link Hope you...
View ArticleWhat is the future of Real Time Rendering?
In the near future what will make real time rendering engines get closer to photo realism? Majority of engines have the same features like: Physically Based Rendering/Lighting Dynamic Reflections...
View ArticleException when creating Direct2D render target from Directx11 surface
I'm trying to create Direct2D render target. This was working fine before but recently it has stopped working and I don't know why & cant seem to figuree out why this has stopped. I have been on...
View ArticleAuto Generate MipMap Not Working
i want to use SampleLevel to use different mipmap levels manually but its not working as below image shows: as the picture shows it always use level 0 texture! here is my code for loading a texture i...
View ArticleMatrix 16 byte alignment
Hey Im having some trouble with the DirectX 11 matrix functions. Not 100%, but maybe 80% of the time im getting the following assertion: ((uintptr_t)pSource & 0xF) == 0 It happens when i call...
View ArticleDirect X Setup Stuck at Initializing, need help!
Hello, I've been having this bad issue for a while now, I'm running Windows 8.1 64-bit, I've been looking around for solutions so the DirectX installer works whenever I try to install games (Setup...
View ArticleAdvanced DirectX game programming 10.0 by peter walsh
Hi All, I bought that book, Advanced 3D game programming with directx 10, by peter walsh, but I can't find the source code. Would someone provide me the source code, upload it to some website. I bought...
View ArticlePass array of textures with different dimensions to shader
Hi. I am working with DirectX 11 and I need to pass to shader an array of textures with different dimensions and have access to it by index. So, seems Texture2DArray type is not what I need. Does...
View ArticleWeird behavior on Timestamp query heap for GTX 1080
Hey Guys, I have encountered a weird situation where my GPU profiler report some negative time duration only on machines with GTX 1080. The GPU profiler I write is very standard one with Timestamp...
View ArticleRotating an object with Quaternions
I've got a bunch of directional vectors to drive the animations of a vehicle You can assume the initial direction is facing east, (1,0,0) and goes southeast, which eventually facing south These vectors...
View ArticleNormal mapping in Shader
I've been struggeling with this part for a good week now. I think I'm really close but missing something vital. What I have is a planet, for this planet I have a height map and normal map. What I'm...
View ArticleThe Spherical Interpolator doesn't have enough time to complete the task
When the t = 1 is reached, the agent still cannot get to the correct orientation..... I am not sure should I put the initial direction vector at (0,0,1), because I calculate the directional vector...
View ArticleThe Spherical Interpolator doesn't have enough time to complete its task
When the t = 1 is reached, the agent still cannot get to the correct orientation..... I am not sure should I put the initial direction vector at (0,0,1), because I calculate the directional vector...
View ArticleUnordered Access Views in DirectX 11/12
I'm building a small general-purpose renderer in DirectX 12 at the moment. I however don't have experience with UAVs in any way, so I'm kinda hoping someone can give me a good explanation of what it is...
View ArticleDirectX (SlimDX) multiplayer library
Hello everyone. I would like to know, what's the actual multiplayer library for C#? Does SlimDX already support multiplayer, or do I have to use something else? If so, what? Thanks in advance for any...
View ArticleTiled Resource? Array of Texture3D? Efficient TSDF Volume with less memory...
Hey Guys, I have a project in DirectX12 which reconstruct 3D model from a depth sensor 360 scan. The intermediate model is store in a Texture3D as TSDF (truncated sign distance field, each voxel...
View ArticleClearUnorderedAccessViewUint is slower than handcrafted shader, and does that...
Hey Guys, I have looked through the MSDN page about this function, and replaced my reset compute shader with this function. It did it job, and simplified my code by few lines. However for clearing a...
View Article[D3D12] PSO Libraries
In this video there is a new D3D12 feature called PSO libraries mentioned. Has this feature been released yet? Is there documentation for it?
View ArticleRoot Signature Descriptor Ranges & Registers
In D3D12 you can set a root parameter in a root signature to be a descriptor table, which is just a collection of descriptor ranges. A descriptor range is just a typed list of descriptors. You set...
View Article[D3D12] Physically Based Rendering demo
Hi community. I want to share a new post about some updates I did in my little DirectX 12 rendering engine. I also recorded a new video where I show all the current techniques I implemented with high...
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