随笔分类 -  Real-time Rendering

摘要:I implemented a real-time raytracing caustics algorithm. Supported features - Adaptive sampling - Dispersion - Soft caustics - Various light types(Poi 阅读全文
posted @ 2021-02-16 17:43 dydx 阅读(190) 评论(0) 推荐(0)
摘要:SV_POSITION xy = screen space coordinate (>1, offseted by 0.5)z = proj.z / proj.w = clip space depthw = view.z = view space depth 阅读全文
posted @ 2020-06-09 15:54 dydx 阅读(113) 评论(0) 推荐(0)
摘要:The convolution of normal distribution is also a normal distribution, even in high dimensional cases. 阅读全文
posted @ 2020-05-08 12:31 dydx 阅读(451) 评论(0) 推荐(0)
摘要:I implemented a GI solution for Autodesk Revit 2021. 阅读全文
posted @ 2019-10-15 00:55 dydx 阅读(387) 评论(0) 推荐(0)
摘要:Ray tracing acceleration structureRebuild & RefitLBVH ConstructionMerge TreePLOC TreePure RT Reflection DemoRT + SSR SolutionRay-traced shadowTransparency & TranslucencyMany LightsRaytracing GICulling... 阅读全文
posted @ 2019-08-06 07:27 dydx 阅读(421) 评论(0) 推荐(0)
摘要:功能与用法DX12 有一个函数,叫做ExecuteIndirect,功能是:(1)将一组由CPU指定的命令(2)用由GPU指定的参数(3)执行由GPU指定的次数这个函数给予GPU定制命令的能力,利用它可以在GPU端实现视锥体剔除。ID3D12GraphicsCommandList::ExecuteIndirect 的声明如下: virtual void STDMETHODCALLTY... 阅读全文
posted @ 2019-06-09 19:19 dydx 阅读(2220) 评论(0) 推荐(0)
摘要:介绍https://morgan3d.github.io/articles/2019-04-01-ddgi/https://morgan3d.github.io/articles/2019-04-01-ddgi/overview.html这个算法是基于irradiance probe的方法的一个改进,在原有的基础上增加了深度信息,从而避免了漏光的情况。每个probe不仅保存了各个方向的光照,还存了... 阅读全文
posted @ 2019-06-04 20:48 dydx 阅读(1324) 评论(0) 推荐(0)
摘要:Create D3D12 Device CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart()); // Create a RTV for each frame. for (UINT n = 0; n GetBuffer(n, IID_P... 阅读全文
posted @ 2019-06-03 21:54 dydx 阅读(1021) 评论(0) 推荐(0)
摘要:FXC documentationhttps://docs.microsoft.com/en-us/windows/desktop/direct3dtools/dx-graphics-tools-fxc-syntax Get preprocessed shader codefxc.exe /D MANY_LIGHT=1 /D MACRO_A=1 /D MACRO_B=1 /P "output.tx... 阅读全文
posted @ 2019-05-29 01:07 dydx 阅读(243) 评论(0) 推荐(0)
摘要:An Interpretation of Depth Value Recently when I am working on Screen Space Reflection, I noticed there are some subtleties in the computation of depth value. In this article I will explain the deeper... 阅读全文
posted @ 2019-05-16 23:04 dydx 阅读(273) 评论(0) 推荐(0)
摘要:Here is diffuse cone tracing code. Here is specular cone tracing code 阅读全文
posted @ 2018-08-22 14:13 dydx 阅读(551) 评论(0) 推荐(0)
摘要:Here are some notes for the GGX paper "Microfacet Models for Refraction through Rough Surfaces". In this article, I will give derivations for some important equation in this paper. Derivation for equa... 阅读全文
posted @ 2018-03-24 00:12 dydx 阅读(836) 评论(0) 推荐(0)
摘要:A simple demo using deferred shading and hdr rendering.I make the scene myself using 3ds max.Here is the github link:https://github.com/league1991/SnowmanHere are the results:来自为知笔记(Wiz) 阅读全文
posted @ 2017-07-23 23:11 dydx 阅读(224) 评论(0) 推荐(0)