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David Gallagher

Member Since 26 Aug 2011
Offline Last Active Today, 11:15 AM
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Topics I've Started

Soft Shadow Halo Artifact

30 September 2012 - 11:57 PM

Hi I've just started working on shadows for my dx11 engine and have found that soft shadows (blur done full screen pass) causes a halo, the same thing happened in dx9 and was hopeing there was a way to get around it.

I spent all morning trying everything I could think of but in the end the only thing i could figure out to get around it was to deflate the mesh when rendering the shadow before the blur pass. it did minimize the halo effect to almost non existant, but was wondering if there are any better ways i might not have thought of. I don't really want to use VSM just yet as i think that has it's own can of worms as far as issues go. and only want soft shadows at this stage.

below are a few pics showing the artifact and the current fix...

Thanks for any ideas.


Halo Artifact...
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not a perfect fix but I can live with this over the halo...
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Pixel motion blur artifact...

07 September 2012 - 05:57 AM

Hi I've implemented pixel motion blur based on the dx9 sample (though I'm using dx11) using velocity buffers, and it look good, but there is a wierd artifact if I'm orbiting a mesh. if I just move the camera left/right,back/forward etc... it is fine, the problem occurs only if I'm orbiting the mesh looking in it's direction.

does anyone know the best way to get rid of this or should i try the dx10 example. is it better? thanks for any advice on this.

below are a couple of pics showing the issue and where it's ok.

here it looks fine...(spining ball)
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here there is bleeding when orbiting the mesh...( it looks worse runtime with a gap between the bleed and the ball)
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Box Blur dark border issue...

12 July 2012 - 04:19 AM

Hi, I've just tried implementing the box blur compute shader example and have found that the blur produces a dark border around the edges of the viewport.
the border increases with the size of the blur. Does anyone know how to remove this or is there something simple I have overlooked. thanks for any advice on this.
(I'm using dx11)

pic showing the issue...
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ssao feedback

07 July 2012 - 01:21 AM

hi i was just wondering if this looks correct, I've been struggling with this for 4 days and it finally seems like i have it, but would appreciate some feedback if it looks wrong.
it's not blurred or anything yet just trying to get the ssao looking correct.

thanks.

see in action here: video

and a pic...
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D3DX utility library...

15 June 2012 - 12:15 AM

i just saw the "Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 Release Preview and is not supported for Metro style apps." in the D3DX 11 Reference and am a little concerned and confused.

What does this mean?

Does it mean if I use D3DX functions in my engine my game just won't run on windows8 and higher? does it mean my past games that use these function won't run either. If i update dx on my current system (vista) when a later version of dx11 is released or greater will that cause a problem? I hope this doesn't mean i have to make my own math and texture loading library, man i really don't need the extra workload if this is the case.

anyway really just want to know how this effects someone makeing a pc (not interested in mobile devices) only engine for thier game for windows and what i'll have to do differently. thanks.