Falcor Material and Light Load

D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT = 8

09/06/2017

Research: Fixed depth error. Should initialize depth buffer after obj load Fixed drawing triangles for the cut line: I wrongly set the “layout (triangle_strip, max_vertices = 3) out”, if max_vertices = 3, only one triangle will be outputted! Should use vertex, tess, geom, frag shaders together now! Let recall the whole pipeline…https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview (09/08 added) I met … Read more09/06/2017

*.mtl content explanation

newmtl mtlName # mtlName is the name of the material Ka 1.000 1.000 1.000 #材质的阴影色(ambient color)用Ka声明。颜色用RGB定义,每条通道的值从0到1之间取。 Kd 1.000 1.000 1.000 #固有色(diffuse color) Ks 0.000 0.000 0.000 #高光色(specular color), if black {specular color is closed} Ns 10.000 #Use Ns to represent weighted specular color, range 0 – 1000 illum 2 #illumination mode 0. 色彩开,阴影色关 1. 色彩开,阴影色开 … Read more*.mtl content explanation

User study research

Foveated 3D Graphics 3 Tests: pair test, ramp test, slider test pair test: designed to interrogate what foveation quality level was comparable to non-foveated rendering Each 8 seconds long and separated by a short interval (0.5s) of black, in both orders Question:whether the first rendering was better, the second was better, or the two were the same quality. … Read moreUser study research