Integrating RenderDoc

A few days ago a new version of RenderDoc was released, and while reading the changelist I discovered that Temaran has made a really cool plugin which integrate RenderDoc directly in Unreal Engine 4. This is extremely useful. More than once I launched debugging from Visual Studio, found a weird bug, and had to launch it again from RenderDoc, trying to reproduce the bug. So I looked at the source code uploaded on Github by Temaran, removed the UE4 related code and only kept a single class to be able to load RenderDoc and trigger a capture directly from my engine. ...

September 26, 2014 · 3 min · admin
DeferredRendering 2014-03-17 23-27-57-89

Voxel visualization using DrawIndexedInstancedIndirect

This week end I worked with the DrawIndexedInstancedIndirect function, and since I didn’t find that much informations I wanted to share my results. The next step for my voxel cone tracing project was to generate mip maps for my voxel grid. I implemented a first draft, but I needed a better way of displaying my voxel grid, to make sure that they all of them were correct. I was using the depth map to compute the world position. Then I transformed it into voxel grid coordinates to find the color of the matching voxel. ...

March 18, 2014 · 6 min · admin

Visual Studio has triggered a breakpoint

Yesterday I wasted a lot of time tracking a bug which turned out to be pretty instructive. I am working on a tiled deferred renderer, and after adding a bunch of features, and before starting new ones, I spent some time on cleaning the development mess. The DirectX debug device was complaining about some objects I forgot to release, so I made sure that my destructors were all doing their job. But then each time I closed the program, this message showed up: ...

February 26, 2014 · 3 min · admin

Udacity Introduction to Parallel Programming CS344 VS 2012 Solution

I’m currently folowing the great Udacity lessons about parallel programming and CUDA. I made a Visual Studio 2012 solution to do some quick test for the assignement and I was thinking that it could be usefull to someone, so I put it on GitHub. I’ll try to update it for each lessons. You can find it there. Before being able to launch it you may need to do some steps. First, you need to download openCV and unzip it to C:/Program Files/opencv, or change the directory accordingly in the “VC++ Directories” of the projet properties. Of course, you also need the CUDA SDK. ...

February 11, 2013 · 1 min · admin

GPU Particles

&width=500&height=350 English version is coming soon ! Une première vidéo pour montrer et expliquer le fonctionnement de base de mon moteur de particules. Tous les calculs de mise à jour, physique et collisions s’exécutent sur le GPU, ce qui permet d’avoir de bonnes performances pour un grand nombre de particules (ici 1 000 000 de particules, locké à 30 fps pour les besoin de l’enregistrement). ...

January 19, 2013 · 2 min · admin