Hey! If you missed it, yesterday I wrote an artisanal blogue poaste about a tool I am working on called the HDR injector . Today, I will write about how to present an HDR image in Windows. Some of this will be a summary of the talk by Evan Hart at GDC 2018. There are three steps, which I don't think are explained anywhere, except maybe within these ultra-rare DX12 samples that I had to catch midair from a hot tweet. Set your swapchain effect to DXGI_SWAP_EFFECT_FLIP_DISCARD . Emphasis on FLIP. The GDC talk above seems to think this isn't 100% required, but I couldn't get any HDR working without it. Set your swapchain buffer format to an HDR compatible backbuffer format. The ones that work for me are: DXGI_FORMAT_R16G16B16A16_FLOAT and DXGI_FORMAT_R10G10B10A2_UNORM , though I expect other formats might work. I haven't tested all of them. Depending on which format you picked in ( 2 ) you need to select the correct color space. If you selected RGB...
Hi everyone, It's blob time! This is a long one so buckle up. If you haven't been following along on my tweeter for the last month, I've been working on simulating and rendering blobs. Here's a dump of my progress (easily accessible from the hashtag #vectorboy64 ). I'll add some captions This first one is just me trying out position based dynamics and the constraint functions. PBD is a really cool way to simulate physics, and I'm really happy with how flexible it is and how easy it is to implement. I'm definitely going to use it for some other stuff in the future. position based dynamics with oscillating pressure and distance constraints #vectorboy64 (???) pic.twitter.com/ZOa6QLtndR — Kelly Jelly rebs your zankage and distunks you. (@pyromuffin) January 9, 2019 I spent a really long time trying to figure out the gradients of some tricky vector math formulas. I have them mostly correct, but there are still spurious rotations like this in the ...
Hello, Today's galaxy brain idea is to use integer math to do arbitrary rotation about a point. Why? I can already hear you saying "We have very nice floating point units that are good at this already!" and I say, No thanks to the floating point unit. They're all well and good, but converting between floats and ints is slow on the GPU, wasting a whole instruction and especially so when you want to do index calculations. Also consider that on newer versions of GCN, we have packed ops, but no packed float/int conversions. Also, also consider that GCN doesn't have scalar floating point ops, and if you want to do float math in a scalar context, you'll be issuing vector instructions with SGPR sources! If you are maxed out on VALU and want to offload some calculations to SALU, then you're only making your problem worse if you need to do floating point ops. Think about the index rotation case: read in some integer index data, maybe a thread...
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