Archive for 2009

Direct3D GPU Hacks

I’m catching up on various GPU hacks that exist for Direct3D 9 (things like native shadow mapping, render to vertex buffer, etc.). Turns out there’s a lot of them, but all the information is scattered around the intertubes.

So here are the D3D9 hacks known to me in one place.

Let me know if I missed something or got something wrong. I also want to figure out if Intel GPUs/drivers implement any of them.

Improving C#/Mono for Games

A tweet by Michael Hutchinson on C#/Mono usage in games caused me to do a couple of short replies (one, two). But then I started thinking a bit more, and here’s a longer post on what is needed for C# (and more specifically Mono) to be used in games more.

In Unity we use Mono to do game code (well, Unity users are doing that, not us). Overall it’s great; it has tons of advantages, loads of awesome and a flying ninja here and there. But no technology is perfect, right?

Edit: Miguel rightly points out in the comments that Mono team is solving or has already solved some of these issues already. In some areas they are moving so fast that we at Unity can’t keep up!

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Deferred Cascaded Shadow Maps

Reading “Rendering Technology at Black Rock Studios” made me realize that cascaded shadow maps I did 2+ years ago in Unity 2.0 are probably called “deferred shadowing”. Since I never wrote how they are done… here:

The process is roughly this (all of this is DX9 level tech on PCs; later tech or consoles could and should use more optimizations):

  1. Render shadow map cascades. All of them packed into one shadow map via viewports.
  2. Collect shadows into screen sized render target. This is the shadow term.
  3. Blur the shadow term.
  4. In regular forward rendering, use shadow term in screen space.

More detail:

Render Shadow Cascades

Nothing fancy here. All cascades packed into a single shadow map. For example two 512×512 cascades would be packed into 1024×512 shadow map side by side.

Screen-space Shadow Term

Render all shadow receivers with a shader that “collects” shadow map term. In effect, shadows from all cascades are collected into a screen-sized texture. After this step, original cascaded shadowmaps are not needed anymore.

Unity supports up to 4 shadow map cascades, which neatly fit into a float4 register in the pixel shader. Correct cascade is sampled just once, without using static or dynamic branching. Pixel shader pseudocode:

float4 near = float4 (z >= _LightSplitsNear);
float4 far = float4 (z < _LightSplitsFar);
float4 weights = near * far;
float2 coord =
    i._ShadowCoord[0] * weights.x +
    i._ShadowCoord[1] * weights.y +
    i._ShadowCoord[2] * weights.z +
    i._ShadowCoord[3] * weights.w;
float sm = tex2D (_ShadowMapTexture, coord.xy).r;

Additionally, shadow fadeout is applied here (shadows in Unity can be cast up to specified distance from the camera, and they fade out when approaching that distance).

After this I end up having shadow term in screen space. Note that here I do not do any shadow map filtering; that is done in screen space later.

On PCs in DX9 there is (or there was?) no easy/sane way to read depth buffer in the pixel shader, so while collecting shadows the shader also outputs depth packed into two channels of the render target.

Screen-space Shadow Blur

Previous step results in screen space shadow term and depth. Shadow term is blurred into another render target, using a spatially varying Poisson disc-like filter.

Filter size depends on depth (shadow boundaries closer to the camera are blurred more). Filter also discards samples if difference in depth is larger than something, to avoid blurring over object boundaries. It's not totally robust, but seems to work quite well.

Using shadow term in forward rendering

In forward rendering, this blurred shadow term texture is used. Here shadow term already has filtering & fadeout applied, and the shaders do not need to know anything about shadow cascades. Just read pixel from the texture and use it in lighting computation. Done!

Fin

Back then I didn't know this would be called "deferred" (that would probably have scared me away!). I don't know if this approach is any good, but so far it works quite well for Unity needs. Also, reduces shader permutation count a lot, which I like.

Fixing bugs, in Tom Waits’ words

Mixing a sprint of bug fixing before the release and Tom Waits’ music results in interesting combination. For example, Crossroads describes bug fixing process perfectly:

And that’s where ol’ George found himself out there at the FogBugz
Fixin’ the devil’s bugs
Now, a man figures it’s his bugs and he’ll assign whom he wants
But it don’t always work out that way
You see, some bugs are special for a certain target
A certain platform, or a certain person
And no matter whom you’re assignin’, that’s where the bug ‘ll end up
And in the moment of assigning your mouse turns into a dowser’s wand
And clicks where the bug wants to go.

Uhm. Yeah.

Strided blur and other tips for SSAO

If you’re new to SSAO, here are good overview blog posts: meshula.net and levelofdetail. Some tips and an idea on strided blur below.

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Usability depends on context!

Here’s a little story on how usability decisions need to depend on context.

In Unity editor pretty much any window can be “detached” from the main window. An obvious use case is putting it onto a separate monitor. But of course you can just end up having a ton of detached windows overlapping each other.

Here I have four windows in total on OS X: (more…)

Talks & Demos from Assembly 2009

I went to Assembly 2009 demoparty this year.

No demo submissions, but I did a seminar presentation about developing graphics technology for small games (PDF slides). Mostly on hardware statistics, GPU features, testing and stability:

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Compact Normal Storage for small g-buffers

I’ve been experimenting with compact storage of view space normals for small g-buffers. Think about storing depth and normal in a single 8 bit/channel RGBA texture.

Here are my findings – with error visualization and shader performance numbers for some GPUs.

If you know any other method to encode/store normals in a compact way, please let me know!

Encoding floats to RGBA – the final?

The saga continues! In short, I need to pack a floating point number in [0..1) range into several channels of 8 bit/channel render texture. My previous approach is not ideal.

Turns out some folks have figured out an approach that finally seems to work.

Here it is for my own reference:

So here’s the proper way:

inline float4 EncodeFloatRGBA( float v ) {
  float4 enc = float4(1.0, 255.0, 65025.0, 160581375.0) * v;
  enc = frac(enc);
  enc -= enc.yzww * float4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
  return enc;
}
inline float DecodeFloatRGBA( float4 rgba ) {
  return dot( rgba, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
}

That is, the difference from the previous approach is that the “magic” (read: hardware dependent) bias is replaced with subtracting next component’s encoded value from the previous component’s encoded value.

Implementing fixed function T&L in vertex shaders

Almost half a year ago I was wondering how to implement T&L in vertex shaders.

Well, finally I implemented it for upcoming Unity 2.6. I wrote some sort of a technical report here.

In short, I’m combining assembly fragments and doing simple temporary register allocation, which seems to work quite well. Performance is very similar to using fixed function (I know it’s implemented as vertex shaders internally by the runtime/driver) on several different cards I tried (Radeon HD 3xxx, GeForce 8xxx, Intel GMA 950).

What was unexpected: the most complex piece is not the vertex lighting! Most complexity is in how to route/generate texture coordinates and transform them. Huge combination explosion there.

Otherwise – I like! Here’s a link to the article again.