Phil Guo

Results 9 comments of Phil Guo

Thanks for the update. From my experience using Falcor, CBs and redundant state changes are the two main sources of CPU overhead. I'm glad that you're working to make these...

I'm glad to know the plan on low overhead scene renderer, that's very relevant to the work I've been doing. As far as multi-context rendering in Falcor, I'll try it...

Continuing on the MSAA deep dive, I found out that Falcor's support for sample rate shading is probably wrong. https://github.com/NVIDIAGameWorks/Falcor/blob/master/Framework/Source/Graphics/Program/ProgramReflection.cpp#L797 this line will never be executed. Also, it seems that...

@guoxx It wasn't obvious for me whether the integration code is treating the 0-1 range as GGX alpha or linear roughness, so I checked the shader and found a problem...

Thanks for testing it out. To summarize, there are two paths: 1. Map GGX alpha to mip level (treating gRoughness as GGX alpha). In this case we need to fix...

Sorry this is kind of late, but I just figured out why you're getting this today. You probably didn't enable developer mode in Windows settings. Enable it and it should...

Can you successfully build the raytracing examples in Microsoft DirectX Graphics Samples?

Actually you might just need to install ATL support in your Visual Studio: https://stackoverflow.com/questions/3898287/c-include-atlbase-h-is-not-found