Rendered Image Comparison

For the past several months I've been refactoring the automation framework off and on for Unreal Engine 4. One of the things that we wanted to bring to the framework this time around was image comparison. Spending time improving our automated testing. If image comparison tests fail, we generate failure…

Oxel 1.1

So I’ve posted a new version of Oxel, grab it here.  The new version has several improvements in UI, performance, stability, as well as a brand new re-triangulation library.  The previous versions all used David Eberly’s implementation in Wild Magic.  Oxel 1.1 uses the Poly2Tri library to…

Robust Inside and Outside Solid Voxelization

While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal Scene Voxelization. Afterwards I found time to read it thoroughly and implement it as a replacement for my existing ray casting based solid voxelization method. The problem…

Nsightful

It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profile my Hierarchical Z-Buffer DirectX 11 implementation. However, it looks like the latest version which is now completely free with pro level functionality debugs my Hi-Z implementation…

Ambient Occlusion Volumes

There’s a pretty cool paper on Ambient Occlusion Volumes I was reading awhile back by Morgan McGuire, the technique actually uses volumes to calculate what pixels are in a region that needs to be shaded.  So no more halos and anti-halos which is fantastic, the effect almost looks as…