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	<title>Comments for Yakiimo3D</title>
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	<link>http://www.yakiimo3d.com</link>
	<description>Mostly DirectX 11 Programming</description>
	<lastBuildDate>Wed, 21 Sep 2011 10:46:28 +0000</lastBuildDate>
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		<item>
		<title>Comment on DX11 Order Independent Transparency by yakiimo02</title>
		<link>http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/comment-page-1/#comment-855</link>
		<dc:creator>yakiimo02</dc:creator>
		<pubDate>Wed, 21 Sep 2011 10:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=759#comment-855</guid>
		<description>Hi Dave, sorry for the slow reply. 

pd3dImmediateContext-&gt;Draw( 12, 0 ); 

results in extra geometry because I&#039;m drawing a D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP and not a D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST.

You&#039;re right that theoretically the OIT algorithm should work with a single draw call and if you change the vertex buffer into a 3*2*3 element triangle list, it draws correctly the alpha sorted quads just fine. Did a quick check locally (for the test kept the vertex buffer, but added a 3*2*3 element indexbuffer and changed the draw call to pd3dImmediateContext-&gt;DrawIndexed, but should be the same) and the OIT algorithm worked.</description>
		<content:encoded><![CDATA[<p>Hi Dave, sorry for the slow reply. </p>
<p>pd3dImmediateContext-&gt;Draw( 12, 0 ); </p>
<p>results in extra geometry because I&#8217;m drawing a D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP and not a D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST.</p>
<p>You&#8217;re right that theoretically the OIT algorithm should work with a single draw call and if you change the vertex buffer into a 3*2*3 element triangle list, it draws correctly the alpha sorted quads just fine. Did a quick check locally (for the test kept the vertex buffer, but added a 3*2*3 element indexbuffer and changed the draw call to pd3dImmediateContext-&gt;DrawIndexed, but should be the same) and the OIT algorithm worked.</p>
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		<title>Comment on DX11 Order Independent Transparency by Dave</title>
		<link>http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/comment-page-1/#comment-841</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 27 Aug 2011 17:47:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=759#comment-841</guid>
		<description>Keep up the excellent DX 11 work :-)

One question on the OIT sample which I do not understand.

In rendering the scene, you break up the drawing into 3 different draws (one per quad).

    pd3dImmediateContext-&gt;Draw( 4, 0 );

    uOffsets = 4*sizeof( SCENE_VERTEX );
    pd3dImmediateContext-&gt;IASetVertexBuffers( 0, 1, &amp;m_pVB, &amp;uStrides, &amp;uOffsets );
    pd3dImmediateContext-&gt;Draw( 4, 0 );

    uOffsets = 8*sizeof( SCENE_VERTEX );
    pd3dImmediateContext-&gt;IASetVertexBuffers( 0, 1, &amp;m_pVB, &amp;uStrides, &amp;uOffsets );
    pd3dImmediateContext-&gt;Draw( 4, 0 );


In theory this should have been able to be done in one call: 

     pd3dImmediateContext-&gt;Draw( 12, 0 );

However, as you probably noticed there are some extra faces produced. Do you know why this happens? Is it a bug in DX11?

Thanks

dave</description>
		<content:encoded><![CDATA[<p>Keep up the excellent DX 11 work <img src='http://www.yakiimo3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>One question on the OIT sample which I do not understand.</p>
<p>In rendering the scene, you break up the drawing into 3 different draws (one per quad).</p>
<p>    pd3dImmediateContext-&gt;Draw( 4, 0 );</p>
<p>    uOffsets = 4*sizeof( SCENE_VERTEX );<br />
    pd3dImmediateContext-&gt;IASetVertexBuffers( 0, 1, &amp;m_pVB, &amp;uStrides, &amp;uOffsets );<br />
    pd3dImmediateContext-&gt;Draw( 4, 0 );</p>
<p>    uOffsets = 8*sizeof( SCENE_VERTEX );<br />
    pd3dImmediateContext-&gt;IASetVertexBuffers( 0, 1, &amp;m_pVB, &amp;uStrides, &amp;uOffsets );<br />
    pd3dImmediateContext-&gt;Draw( 4, 0 );</p>
<p>In theory this should have been able to be done in one call: </p>
<p>     pd3dImmediateContext-&gt;Draw( 12, 0 );</p>
<p>However, as you probably noticed there are some extra faces produced. Do you know why this happens? Is it a bug in DX11?</p>
<p>Thanks</p>
<p>dave</p>
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	<item>
		<title>Comment on DX11 Order Independent Transparency by yakiimo02</title>
		<link>http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/comment-page-1/#comment-745</link>
		<dc:creator>yakiimo02</dc:creator>
		<pubDate>Sat, 19 Feb 2011 09:37:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=759#comment-745</guid>
		<description>Hi Dave, 

Glad u enjoyed this small article. Yes, I think it&#039;s important to cite references to give proper credit, and plus like you says, it gives my article more credibility.

Haven&#039;t really continued with OIT. My simple implementation is still a bit too slow and requires too much memory for the benefits it brings I think (at least for games). Much better than using the DX SDK compute shader sample technique though. 

Ray tracing handles transparency naturally as part of its algorithm, so I don&#039;t think it&#039;s useful there.</description>
		<content:encoded><![CDATA[<p>Hi Dave, </p>
<p>Glad u enjoyed this small article. Yes, I think it&#8217;s important to cite references to give proper credit, and plus like you says, it gives my article more credibility.</p>
<p>Haven&#8217;t really continued with OIT. My simple implementation is still a bit too slow and requires too much memory for the benefits it brings I think (at least for games). Much better than using the DX SDK compute shader sample technique though. </p>
<p>Ray tracing handles transparency naturally as part of its algorithm, so I don&#8217;t think it&#8217;s useful there.</p>
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	<item>
		<title>Comment on DX11 Order Independent Transparency by Dave</title>
		<link>http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/comment-page-1/#comment-741</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Thu, 17 Feb 2011 18:38:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=759#comment-741</guid>
		<description>Very nice presentation. You gave your references which helps lend huge credibility to the article.

Have you done any more work on OIT with a bigger model? If I understand the Mecha sample correctly, only certain parts are drawn with OIT.

Is this technique applicable to Ray Tracing as well?

Thanks,

dave</description>
		<content:encoded><![CDATA[<p>Very nice presentation. You gave your references which helps lend huge credibility to the article.</p>
<p>Have you done any more work on OIT with a bigger model? If I understand the Mecha sample correctly, only certain parts are drawn with OIT.</p>
<p>Is this technique applicable to Ray Tracing as well?</p>
<p>Thanks,</p>
<p>dave</p>
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		<title>Comment on DX11 Perspective Matrix Jittering Temporal AA by yakiimo02</title>
		<link>http://www.yakiimo3d.com/2010/09/28/dx11-perspective-matrix-jittering-temporal-aa/comment-page-1/#comment-711</link>
		<dc:creator>yakiimo02</dc:creator>
		<pubDate>Thu, 06 Jan 2011 13:45:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=1046#comment-711</guid>
		<description>Hey, thanks for the comment! I actually saw your ASSAO demo when it came out as an IOTD 2 years ago! Your implementation obviously required thought and understanding and it&#039;s very impressive! I have it bookmarked!
I&#039;m probably going to implement temporal reprojection at work sometime this year and so I can&#039;t blog about it anymore... Will probably refer to your implementation for ideas so thanks :)</description>
		<content:encoded><![CDATA[<p>Hey, thanks for the comment! I actually saw your ASSAO demo when it came out as an IOTD 2 years ago! Your implementation obviously required thought and understanding and it&#8217;s very impressive! I have it bookmarked!<br />
I&#8217;m probably going to implement temporal reprojection at work sometime this year and so I can&#8217;t blog about it anymore&#8230; Will probably refer to your implementation for ideas so thanks <img src='http://www.yakiimo3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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