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
Voxelization512_GTX770

Voxelization using the GPU hardware rasterizer

Last week I started to add a new feature to my tiled deferred renderer: voxelization using the GPU hardware rasterizer. A lot of recent techniques use a voxel grid (global illumination, volumetric effects, etc.) and I really wanted to experiment some of them, especially global illumination. One paper in particular had caught my attention, voxel cone tracing. The first step of this technique is voxelization using the hardware rasterizer. There are plenty of resources on this topic: ...

March 10, 2014 · 4 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