MJP

Results 10 comments of MJP

I wanted to +1 this, since I think it could potentially be really useful. The case that Jeremy mentioned (stripping out VS outputs that are unused by the PS) tends...

Hello, has there been any update on this? We just recently hit this issue, and it's preventing us from adopting full bindless for our engine's Vulkan path unless we switch...

Thank you Tex, that answers my questions. I'll definitely be looking forward to that PR! 🙂

Hey there! Unfortunately this sample requires some functionality that's not guaranteed in the baseline D3D12 feature level. In particular it requires at least [Tier 2 for resource binding](https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support), since it...

I haven't been able to reproduce this myself when compiling with the VS 2017 toolset. Are you currently trying to compile the master branch, or the experimental branch? I did...

That's an interesting point! I wonder if it would make sense to have a "master" entry that can then link out to the individual entries, which could then have their...

Hey @walbourn, thank you for replying! To be clear I was specifically referring to the "infinite" variant of a reversed-z projection, which cannot be done with the existing perspective matrix...

Unfortunately I have no experience with Blender or its path tracer, so I'm not sure how well it would for baking lightmaps. Generally though if you have the ability to...

Hey there, So the velocity is actually "un-jittered". When jittering is enabled, it's applied by adding an X/Y translation to the projection matrix that's used for rendering the scene. You...

Clip space is fine too, I used UV space because it was convenient. It allows using the velocity as an offset to the screen UV coordinates when reprojecting, and the...