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How to account for self intersection with large ray tracing scenes?

I'm working on a hybrid real time ray tracing project and trying to tackle the problem of self-intersection with larger scenes due to loss of float accuracy. The logic I'm trying to use is based on ...
Florian Schut's user avatar
3 votes
0 answers
173 views

Global root signature crash

I have a problem with RTPSO creation. Using local root signatures for each of rgs (ray generation shader), chs (closest hit), miss is working correctly. However, for performance sake, I want to use ...
DirectX_Programmer's user avatar
2 votes
0 answers
182 views

Does WebGPU Have Significant Feature/Functionality Gaps As Compared to Vulkan/DirectX12/Metal?

A friend and I are considering using webgpu native (more specifically C++ bindings) for a project. We were wondering, since WebGPU likely runs on top of Vulkan XOR DirectX12 XOR Metal at any given ...
The Floating Brain's user avatar
2 votes
0 answers
155 views

CBV, IBV and VBV byte alignment

The CBV (constant buffer view) SizeInBytes is required to be 256-byte aligned. Should the associated ID3D12Resource have a ...
Matthias's user avatar
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2 votes
0 answers
382 views

Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?

I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
b1skit's user avatar
  • 161
2 votes
0 answers
200 views

Difference between Passing Instance Data to Vertex Shader methods

I see two kinds of passing Instance Data to Vertex Shader in different Examples. 1 .Using a Uniform Buffer and filling in an array, like below ...
Erfan Ahmadi's user avatar
2 votes
0 answers
29 views

Should I use common resource bindings across all my shaders in HLSL/D3D12?

Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding ...
Paul Ferris's user avatar
1 vote
0 answers
26 views

How do I access vertex buffers corresponding to different (bottom level) acceleration structures?

I want to render scenes like they are used in mitsuba or pbrt (see https://benedikt-bitterli.me/resources/ for example scene description files). That is, I have a list of obj-files. Each Obj file ...
0xbadf00d's user avatar
  • 203
1 vote
0 answers
75 views

Imprecise TEXCOORD interpolation of a screen quad in DirectX

I was debugging with RenderDoc an issue on an app based on Directx11 and 12 that draw screen space quads to perform various baking steps. These baking steps just render a quad in clip space without ...
Michele M.'s user avatar
1 vote
0 answers
771 views

DX12 Debug Layer doesn't output detailed error information

When I use the CreateGraphicsPipelineState function in DX12, there's an error "E_INVALIDARG One or more arguments are invalid." returned by the function, but there isn't detailed information ...
typpe C's user avatar
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1 vote
0 answers
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D3D12EnableExperimentalFeatures causes D3D12CreateDevice to fail

I am following Nvidia's DXR tutorial: D3D12HelloTriangle. I call below code before creating device and it returns true ...
ali's user avatar
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0 answers
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Problems with distributed ray tracing and particle system

based on the ray tracing stunning effect, I'm considering a resilient distributed ray tracing implementation, I've just finished a basic computer graphics course, and I'm currently working on directX ...
Haitao Xiao's user avatar
0 votes
0 answers
63 views

How to use unbound descriptor range properly in descriptor tables

I am trying to use 2 "D3D12_DESCRIPTOR_RANGE" in a root descriptor table,defined as follows: ...
VersesDev's user avatar
  • 129
0 votes
0 answers
27 views

Clip Space View Frustrum Culling Not Working Properly

I don't understand why this happening. I included the code that I am using to check if a vertex is inside the view frustum. ...
Learning CG's user avatar
0 votes
1 answer
125 views

Am I creating my raygeneration shader correctly

Hi I want to create a ray generation shader which traces rays inside a box frustum given by an Orthographic projection matrix(XMMatrixOrthographicLH) I use the following ray generation shader code: <...
VersesDev's user avatar
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0 answers
386 views

Weird PIX behavior with DXC

Recently I've switched from FXC to DXC to compile shader model 6.0. It compiles well without errors (and runs well) but I can't debug shaders because on my netbook PIX says "failed to load PDB ...
Flone's user avatar
  • 1