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  • $\begingroup$ Hey, thank you for the excellent answer. I know this is typically frowned upon, but I have various issues, so I mostly just skim through things - to get an intuitive overview of topics for the future(I'm afraid properly learning and implementing things is out of my reach for the moment) - anyway, if possible, could you post a pseudocode example outlining the process itself, ideally, but not necessarily, illustrated? $\endgroup$ Commented Dec 3, 2015 at 9:33
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    $\begingroup$ @Llamageddon, it just so happens that I still had a diagram at hand ;) I'm afraid pseudo-code is going to bit a bit hard to provide, since there's quite a bit of real code to it. But I hope the expanded answer helps giving a general idea of the technique. $\endgroup$ Commented Dec 3, 2015 at 18:47
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    $\begingroup$ It's worth noting that most modern hardware now exposes programmable page tables, eliminating the need for a redirection texture. This is exposed through e.g. directx12 reserved resources, which builds on directx11 tiled resources, or opengl sparse textures. $\endgroup$ Commented Dec 4, 2015 at 2:32
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    $\begingroup$ @Llamageddon, the feedback pre-pass can be done at a lower res to save as much computing and memory as possible, since pixels for a page will generally repeat (you can notice the big colored squares in my demo). You're correct that it might eventually miss a visible page like that, but that's not usually going to have a big visual impact because the system should always keep at least the lowest mipmap of the whole VT available in cache. That second paper I linked has all the shader examples in the appendix, you can also refer to the repo for my own project, they are similar. $\endgroup$ Commented Dec 4, 2015 at 3:15
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    $\begingroup$ @glampert Ahh, I see; that makes sense. Still, I think there are lots of options for handling transparencies; in the page ID pass, you could dither (so histogramming would see all the pages, unless there were a huge number of transparent layers), or use a k-buffer approach, or even just base transparent texture residency on which objects are near the camera (as opposed to rendering them in a feedback pass). $\endgroup$ Commented Dec 5, 2015 at 2:12