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61
3D-Tech News Around The Web / (GDC 2018) Announcing Microsoft DirectX Raytracing
« Last post by JeGX on March 21, 2018, 05:59:32 PM »
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For the last thirty years, almost all games have used the same general technique—rasterization—to render images on screen.  While the internal representation of the game world is maintained as three dimensions, rasterization ultimately operates in two dimensions (the plane of the screen), with 3D primitives mapped onto it through transformation matrices.  Through approaches like z-buffering and occlusion culling, games have historically strived to minimize the number of spurious pixels rendered, as normally they do not contribute to the final frame.  And in a perfect world, the pixels rendered would be exactly those that are directly visible from the camera.


Through the first few years of the new millennium, this approach was sufficient.  Normal and parallax mapping continued to add layers of realism to 3D games, and GPUs provided the ongoing improvements to bandwidth and processing power needed to deliver them.  It wasn’t long, however, until games began using techniques that were incompatible with these optimizations.  Shadow mapping allowed off-screen objects to contribute to on-screen pixels, and environment mapping required a complete spherical representation of the world.  Today, techniques such as screen-space reflection and global illumination are pushing rasterization to its limits, with SSR, for example, being solved with level design tricks, and GI being solved in some cases by processing a full 3D representation of the world using async compute.  In the future, the utilization of full-world 3D data for rendering techniques will only increase.


Today, we are introducing a feature to DirectX 12 that will bridge the gap between the rasterization techniques employed by games today, and the full 3D effects of tomorrow.  This feature is DirectX Raytracing.  By allowing traversal of a full 3D representation of the game world, DirectX Raytracing allows current rendering techniques such as SSR to naturally and efficiently fill the gaps left by rasterization, and opens the door to an entirely new class of techniques that have never been achieved in a real-time game.

Link: https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing/
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3D-Tech News Around The Web / (GDC 2018) Futuremark DirectX Raytracing tech demo
« Last post by JeGX on March 21, 2018, 05:56:36 PM »
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DirectX Raytracing (DXR) is a new feature in DirectX 12 that opens the door to a new class of real-time graphics techniques for games.

We were thrilled to join Microsoft onstage for the announcement, which we followed with a presentation of our own work in developing practical real-time applications for this exciting new tech.

Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods.
 
For the past few months, we've been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges.
 
While much of our presentation went deep into the math for our solution, I would like to show you some examples of our new technique in action.

Practical real-time raytracing for games
 
Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games.
 
With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques.
 
Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.
 
We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API.
 
I am happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.

- DirectX Raytracing tech demo @ youtube




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Fact Sheet and FAQ

What is DirectX Raytracing?
DirectX Raytracing is a new feature in DirectX 12 that bridges the gap between today’s rasterization techniques and the full 3D effects of tomorrow. It opens the door to a new class of real-time graphics techniques for games. Find out more from Microsoft’s DirectX Developer Blog. 

What did Futuremark present at GDC?
Futuremark and Microsoft presented a joint session at GDC called, "New Techniques for Accurate Real-Time Reflections.” It was the first in a series of advanced graphics tutorials for graphics engineers, technical leads, and advanced technical artists.
In our talk, we presented the first practical real-time applications for DirectX Raytracing. We showed and explained a new technique that combines DirectX Raytracing (DXR) with existing methods to improve the quality and accuracy of real-time reflections in games.

What are the advantages of this new technique for reflections?
Our reflection technique uses DXR to enhance commonly used reflection techniques and to solve cases that couldn’t be handled previously, such as reflections of dynamic objects outside the main camera view, reflections on non-planar surfaces, and producing perspective correct reflections for non-trivial-shaped spaces. 

What about performance?
Our demo runs in real-time on current GPU hardware. Raytracing is used selectively to enhance reflections that are difficult to achieve with traditional techniques. 

Which game engine are you using?
As with all our products, we use our own engine. Our DXR demo uses a modified version of the DirectX 12 engine we used for 3DMark Time Spy. 
Can your technique be implemented in other game engines?
Yes. Our technique builds on existing techniques which are well known to game developers. It would be relatively straightforward to implement in modern game engines.

Does your demo use NVIDIA RTX or AMD’s raytracing solution?
No. Our raytracing demo uses Microsoft’s DirectX Raytracing (DXR) API.
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GeeXLab - english forum / Re: horizontal scrollbar ImGui
« Last post by stakov999 on March 21, 2018, 02:47:24 PM »
It's now working, thank you !
There were two reasons of the issue : one you solved with allowing horizontal scrollbar, and the other one is that gh_imgui.columns automatically resizes the columns so they fit in the window.
I builded my own column array with a simple loop and "same line" statement.

Thanks
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GeeXLab - english forum / GeeXLab 0.21.2.0 released
« Last post by JeGX on March 21, 2018, 12:07:38 PM »
GeeXLab 0.21.2.0 has been released for Windows 64-bit only. I will update the documentation asap with new functions.

DOWNLOAD: http://www.geeks3d.com/geexlab/downloads/

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Version 0.21.2.0 - 2018.03.21
-----------------------------
+ added set_view_matrix_4x4() and set_projection_matrix_4x4() to gh_camera lib (lua / python).
+ added uniform_4x4f() to gh_gpu_program (lua / python).
+ added color_edit_4f_v2() and color_picker_4f_v2() to gh_imgui lib (lua / python).
+ added tree_node_leaf_v2() to gh_imgui lib (lua / python).
+ added set_cur_font_display_offset() and get_cur_font_display_offset() to gh_imgui lib (lua / python).
+ added project_3d_to_2d_v1() and project_3d_to_2d_v2() to gh_utils (lua / python).


Version 0.21.1.1 - 2018.02.22
-----------------------------
+ added joint_revolute_set_angular_limits() to gh_physx3 lib (lua)
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GeeXLab - english forum / Re: horizontal scrollbar ImGui
« Last post by JeGX on March 20, 2018, 07:09:30 PM »
I found the way to enable horizontal scrollbar. Just define a new constant window_horizontal_scrollbar with value 2048 and use it in window flags:

Code: [Select]
local pos_size_flag_always = 1
local window_no_save_settings = 256
local window_horizontal_scrollbar = 2048

local window_flags = window_no_save_settings | window_horizontal_scrollbar

local is_open = gh_imgui.window_begin("myWindow", 200, 400, 0, 0, window_flags, pos_size_flag_always, pos_size_flag_always)
...
...

By default, the vertical scrollbar is enabled and the horizontal scrollbar is disabled.
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3D-Tech News Around The Web / Hex-Rays IDA v7.0 freeware version available
« Last post by Stefan on March 20, 2018, 04:15:19 PM »
The freeware version of IDA v7.0 has the following limitations:
  • no commercial use is allowed
  • lacks all features introduced in IDA > v7.0
  • lacks support for many processors, file formats, debugging etc...
  • comes without technical support
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GeeXLab - english forum / Re: horizontal scrollbar ImGui
« Last post by JeGX on March 20, 2018, 03:48:18 PM »
Yes it's weird indeed. Vertical and horizontal scrollbars are enabled. I will look at ImGui functions, maybe it's a bug in GeeXLab. I let you know.
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3D-Tech News Around The Web / NVIDIA GeForce Game ready driver 391.24
« Last post by Stefan on March 20, 2018, 02:42:14 PM »
 Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.
 
 Game Ready
 Provides the optimal gaming experience for Sea of Thieves
 http://us.download.nvidia.com/Windows/391.24/391.24-notebook-win10-64bit-international-whql.exe
 http://us.download.nvidia.com/Windows/391.24/391.24-win10-win8-win7-notebook-release-notes.pdf
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3D-Tech News Around The Web / DirectX Raytracing Tutorials
« Last post by Stefan on March 20, 2018, 07:36:01 AM »
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This repository contain tutorials demonstrating how to use DirectX Raytracing. Under the Tutorials folder you can find Word documents going over the code, explaining how to use the API.
Requirements:
  • Windows 10 RS4. Follow the instructions on the DirectX forums.
  • Windows 10 SDK 10.0.16299.91.
  • Visual Studio 2015.
  • You do not need to download the DXR SDK, it is packaged with the tutorials.
  • Open the solution, build it, knock yourself out.

Unsurprisingly the samples don't run on Redstone 3 (missing procedure entry points in runtimes)-
I'll recheck next month with Redstone 4.

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3D-Tech News Around The Web / AMD Radeon™ Software Adrenalin Edition 18.3.3
« Last post by Stefan on March 20, 2018, 12:41:55 AM »
Radeon Software Adrenalin Edition 18.3.3 Highlights

Support For
    • Sea of Thieves™
    • A Way Out™
    • Vulkan®1.1 Support
      • Product is conformant with the Vulkan® 1.1 Specification. Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc.
Fixed Issues
    • Forza® Motorsport 7 may experience intermittent stutter during gameplay.
    • Some Radeon ReLive recorded clips may experience corruption or audio distortion when played back.
    • Final Fantasy® XV may experience flickering or disappearing objects during some gameplay in multi GPU enabled system configurations.
    • Star Wars® Battlefront™ 2 may experience a system hang on the initial splash screen in multi GPU enabled system configurations.
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