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From 03/13/2018 to 04/11/2018

04/11/2018

11:49 PM deferred-on-mobile.pdf
Deferred effects on mobile systems. Distorted Admin
11:48 PM Document: Deferred Shading
Scientific papers describing ways to implement deferred shading. Distorted Admin
11:48 PM 2014.guacamole.pdf
Guacamole rendering system. Distorted Admin
11:43 PM 0518.pdf
stencil routed k-buffer Distorted Admin
11:43 PM a-buffer.pdf
a-buffer Distorted Admin
11:42 PM i3d2007.pdf
k-buffer Distorted Admin
11:39 PM Schollmeyer_et_al-2015-Computer_Graphics_Forum.pdf
Deferred shading pipelines Distorted Admin
11:35 PM TUBudapest-Barta-Pal.pdf
Per-pixel linked lists Distorted Admin
11:24 PM Document: Order Independent Transparency
Various scientific papers describing ways to implement Order Independent Transparency - depth peeling, k-buffer, A-bu... Distorted Admin
11:24 PM tvcg-kbuffer.pdf
k-buffer Distorted Admin
11:17 PM OpenGL ES 3.1 needed
Proper support for Order Independent Transparency calls for implementing A-buffer. This needs an Shader Storage Buffe... Distorted Admin
11:14 PM es_spec_3.1.pdf
OpenGL ES 3.1 specification Distorted Admin
11:12 PM Document: OpenGL 3.1 specs
OpenGL ES 3.1 and GLSL ES 3.1 specifications. Distorted Admin
11:12 PM GLSL_ES_Specification_3.10.withchanges.pdf
GLSL ES 3.1 specification Distorted Admin
11:08 PM Feature #15: Order Independent Transparency
Algorithm outlined in 'Per-Pixel Lists for Single Pass A-buffer' (Sylvain Lefebvre, Samuel Hornus, Anass Lasram) - sp... Leszek Koltunski
11:03 PM Feature #15: Order Independent Transparency
Commit commit:examples|664a0e45 adds an application checking this feature. Leszek Koltunski
11:01 PM Bug #30 (Closed): Blur with zero radius changes opacity
As discovered by the 'Transparency' app, Blur with zero radius is not a no-op as it is supposed to be - at least not ... Leszek Koltunski
10:56 PM Revision 664a0e45 (examples): New app checking Order Independent Transparency.
Leszek Koltunski

04/09/2018

04:08 PM Bug #27: Blur effect: incorrect at the borders
It's beginning to look like this simply has to work like this... Leszek Koltunski
12:04 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
Fixed in commit:library|9455da17 Leszek Koltunski
12:03 PM Revision 9455da17 (library): Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.
Leszek Koltunski

04/08/2018

10:49 PM Bug #28: Blur: looks of a blurred object depend on what's underneath
Actually it turns out that the looks do NOT depend on what's underneath. They depend on if the object being blurred i... Distorted Admin
09:20 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
Fire up the 'Triblur' app, rotate so that the left (red) cube is partially obstructed by the middle one, and keep tog... Leszek Koltunski
10:01 PM Feature #11: New effect: wait
Probably not very useful. Lowering priority. Distorted Admin
09:24 PM Bug #29 (Closed): Postprocessed surface incorrectly merged
As easily demonstrated by the 'Triblur' app, when we have 2 postprocessed objects, and the one closer to us is drawn ... Leszek Koltunski
09:17 PM Bug #27 (Closed): Blur effect: incorrect at the borders
As demonstrated by the 'PostprocessTree' app, blurred objects get smaller and smaller when blur radius increases, ult... Leszek Koltunski
09:12 PM Feature #26 (New): Use SSBO for storing effect arrays
Currently, the arrays of floats that describe the individual effects in the main Vertex and Fragment shaders are stor... Leszek Koltunski
09:07 PM Revision ae2802b1 (library): Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate.
This commit does just that. Verified as working by the 'PostprocessTree' app. Leszek Koltunski
08:36 PM Revision d8f9a204 (examples): 'PostprocessTree' app: enable the point: double blur.
Leszek Koltunski

04/06/2018

11:36 PM Revision fba88037 (examples): 'PostprocessTree' app: icon
Leszek Koltunski
11:28 PM Revision 0a098d35 (examples): Improve the 'PostprocessTree' app. Shows bugs in postprocessing.
Leszek Koltunski
11:28 PM Revision 79e354b0 (library): Improve the 'PostprocessTree' app. Shows bugs in postprocessing.
Leszek Koltunski
10:45 PM Revision efc280af (examples): New 'PostprocessTree' app (unfinished)
Leszek Koltunski
09:16 PM Revision 371c43ca (examples): Improve the 'Triblur' app.
Leszek Koltunski
02:31 PM Revision b0f04e72 (library): Simplify postprocessing buffers.
Leszek Koltunski
02:02 PM Revision ce154014 (library): Make the postprocessing buffers static.
Leszek Koltunski
01:28 PM Revision 61441ce2 (library): A little progress making the postprocessing buffers static.
Leszek Koltunski
12:21 PM Revision a4b182d4 (library): Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.
Leszek Koltunski

04/05/2018

10:20 AM Revision 3493ef61 (library): Improve Blur (boundaries should be more white than black)
Leszek Koltunski

04/04/2018

02:55 PM Revision f1b8b412 (examples): Improve the Triblur app.
Leszek Koltunski
02:01 PM Revision e136346d (library): New 'Triblur' testapp.
Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected) Leszek Koltunski
02:01 PM Revision 80f37d1b (examples): New 'Triblur' testapp.
Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected) Leszek Koltunski

04/02/2018

10:15 PM Revision a5f35220 (examples): Minor.
Leszek Koltunski
10:15 PM Revision 2faad666 (library): SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.
Leszek Koltunski

03/29/2018

03:58 PM Revision df4d7edc (library): SSBO: correct various things.
Leszek Koltunski
03:58 PM Revision 4dd7ca16 (examples): Minor.
Leszek Koltunski

03/28/2018

11:36 PM Revision c14e495b (library): SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.
Leszek Koltunski
10:33 PM Revision 51a3cbab (library): SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.
Leszek Koltunski
09:14 PM Revision 8a57da61 (library): SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.
Leszek Koltunski
08:29 PM Revision 27cd6b98 (library): SSBO: more and more works...
Leszek Koltunski
05:34 PM Revision 66ace7f5 (library): SSBO: fix problems with endianness.
Leszek Koltunski
01:58 PM Revision 2ab60f72 (library): SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )
Leszek Koltunski

03/27/2018

07:56 PM Revision 12f45260 (library): First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.
Leszek Koltunski
12:51 PM Revision e6519ac8 (library): Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
Leszek Koltunski
12:21 PM Revision 7d0ce619 (library): New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)
Leszek Koltunski

03/23/2018

12:28 PM Revision a1003b17 (library): Remove debugging.
Leszek Koltunski
 

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