Obtaining minimum and maximum rendered UV values (Direct3D) - graphics

I need to calculate the minimum and maximum UV values assigned to the pixels produced when a given object is drawn onscreen from a certain perspective. For example, if I have a UV-mapped cube but only the front face is visible, min(UV) and max(UV) should be set to the minimum and maximum UV coordinates assigned to the pixels of the visible face.
I'd like to do this using Direct3D 9 shaders (and the lowest shader model possible) to speed up processing. The vertex shader could be as simple as taking each input vertex's UV coordinates and passing them on, unmodified, to the pixel shader. The pixel shader, on the other hand, would have to take the values produced by the vertex shader and use these to compute the minimum and maximum UV values.
What I'd like to know is:
How do I maintain state (current min and max values) between invocations of the pixel shader?
How do I get the final min and max values produced by the shader into my program?
Is there any way to do this in HLSL, or am I stuck doing it by hand? If HLSL won't work, what would be the most efficient way to do this without the use of shaders?

1) You don't.
2) You would have to do a read back at some point. This will be a fairly slow process and cause a pipeline stall.
In general I can't think of a good way to do this. What exactly are you trying to acheieve with this? There may be some other way to achieve the result you are after.
You "may" be able to get something going using multiple render targets and writing the UVs for each pixel to the render target. Then you'd need to pass the render target back to main memory and then parse it for your min and max values. This is a realy slow and very ugly solution.
If you can do it as a couple of seperate pass you may be able to render to a very small render target and use 1 pass with a Max and 1 pass with a Min alpha blend op. Again ... not a great solution.

Related

Detecting center and area of shapes in an image

I am working with GD library, and I'm looking for a way to detect the nearest pixel to the middle center of shapes, as well as total area used by each shape in a monochromic black-and-white image.
I'm having difficulty coming up with an efficient algorithm to do this. If you have done something similar to this in the past, I'd be grateful for any solution that would help.
Check out the binary image library
Essentially, Otsu threshold to separate out foreground from background, then label connected components. That particular image looks very clean but you might need morph ops to clean it up a bit and get rid of small holes and other artifacts.
Then you have area trivially (count pixels in component) or almost as trivially (use the weighted area function that penalises edge pixels). Centre is just mean.
http://malcolmmclean.github.io/binaryimagelibrary/
#MalcolmMcLean is right but there are remaining difficulties (if you are after maximum accuracy).
If you threshold with Otsu, there are a few pairs of "kissing" dots which will form a single blob using connected component analysis.
In addition, Otsu threshoding will discard some of the partially filled edge pixels so that the weighted averages will be inaccurate. A cure would be to increase the threshold (up to 254 is possible), but that worsens the problem of the kissing dots.
A workaround is to keep a low threshold and dilate the blobs individually to obtain suitable masks that cover all edge pixels. Even so, slight inaccuracies will result in the vicinity of the kissings.
Blob splitting by the watershed transform is also possible but more care is required to handle the common pixels. I doubt that a prefect solution is possible.
An alternative is the use of subpixel edge detection and least-squares circle fitting (after blob detection with a very low threshold to separate the dots). By avoiding the edge pixels common to two circles, you can probably achieve excellent results.

Three.js ParticleSystem flickering with large data

Back story: I'm creating a Three.js based 3D graphing library. Similar to sigma.js, but 3D. It's called graphosaurus and the source can be found here. I'm using Three.js and using a single particle representing a single node in the graph.
This was the first task I had to deal with: given an arbitrary set of points (that each contain X,Y,Z coordinates), determine the optimal camera position (X,Y,Z) that can view all the points in the graph.
My initial solution (which we'll call Solution 1) involved calculating the bounding sphere of all the points and then scale the sphere to be a sphere of radius 5 around the point 0,0,0. Since the points will be guaranteed to always fall in that area, I can set a static position for the camera (assuming the FOV is static) and the data will always be visible. This works well, but it either requires changing the point coordinates the user specified, or duplicating all the points, neither of which are great.
My new solution (which we'll call Solution 2) involves not touching the coordinates of the inputted data, but instead just positioning the camera to match the data. I encountered a problem with this solution. For some reason, when dealing with really large data, the particles seem to flicker when positioned in front/behind of other particles.
Here are examples of both solutions. Make sure to move the graph around to see the effects:
Solution 1
Solution 2
You can see the diff for the code here
Let me know if you have any insight on how to get rid of the flickering. Thanks!
It turns out that my near value for the camera was too low and the far value was too high, resulting in "z-fighting". By narrowing these values on my dataset, the problem went away. Since my dataset is user dependent, I need to determine an algorithm to generate these values dynamically.
I noticed that in the sol#2 the flickering only occurs when the camera is moving. One possible reason can be that, when the camera position is changing rapidly, different transforms get applied to different particles. So if a camera moves from X to X + DELTAX during a time step, one set of particles get the camera transform for X while the others get the transform for X + DELTAX.
If you separate your rendering from the user interaction, that should fix the issue, assuming this is the issue. That means that you should apply the same transform to all the particles and the edges connecting them, by locking (not updating ) the transform matrix until the rendering loop is done.

Preventing pixelshader overdraw for a single ERG

Background
Using gluTess to build a triangle list in Direct3D9 from a GDI+ DrawString(..) path:
A pixel shader (v3.0) is then used to fill in the shape. When painting with opaque values, everything looks fine:
The problem
At certain font sizes, if the color has an alpha component (ie Argb #55FFFFFF) we begin to see these nasty tessellation artifacts where triangles may overlap ever so slightly:
At larger font sizes the problem is sometimes not present:
Using Intel's excellent GPA Frame Analyzer Pixel History tool, we can see in areas where the artifacts occur, the pixel has been "touched" 3 times from the single Erg.
I'm trying to figure out how I can stop my pixel shader from touching the same pixel more than once.
Other solutions relating to overdraw prevention seem to be all about zbuffer strategies, however this problem is more to do with painting of a single 2D triangle list within a single pixel shader pass.
I'm at a bit of a loss trying to come up with a solution on this one. I was hoping that HLSL might have some sort of "touch each pixel only once" flag, but I've been unable to find anything like that. The closest I've found was to set the BLENDOP to MAX instead of ADD. But the output is not correct when blending over other colors in the scene.
I also have SRCBLEND = ONE, DSTBLEND = INVSRCALPHA. The only combination of flags which produce correct output (albeit with overdraw artifacts.)
I have played with SEPARATEALPHABLENDENABLE in the GPA frame analyzer, which sounded like almost exactly what I need here -- set blending to MAX but only on the "alpha" channel, however from what I can determine, that setting (and corresponding BLENDOPALPHA) affects nothing at all.
One final thing I thought of was to bake text as opaque onto a texture, and then repaint that texture into the scene with the appropriate alpha value applied, however this doesn't actually work in this project because I also support gradient brushes, where stop values may contain alpha, meaning either the artifacts would still be seen, or the final output just plain wrong if we stripped the alpha away from the stop values prior to baking to a texture. Also the whole endeavor would be hideously expensive.
Any hints or pointers would be appreciated. Thanks for reading.
The problem you're seeing shouldn't happen.
If two of your triangles are overlapping it's because you've placed the vertices in such a way that when the adjacent triangles are drawn, they overlap. What's probably happening is that these two adjacent triangles share two vertices, but each triangle has its own copy of each vertex that's been calculated to be in a very, very slightly different position.
The solution to the problem isn't to try and make the pixel shader touch the pixel only once it's to use an index buffer (if you aren't already) and have the shared vertices between each triangle actually share the same vertex and not use one that's ever-so-slightly not in the same place as the one used by the adjacent triangle.
If you aren't in control of the tessellation algorithm being used you may have to run a pass over the vertex buffer after its been generated to detect and merge vertices that are within some very small tolerance of one another. Even without an index buffer, a naive solution would be this:
For each vertex in the vertex buffer, compare its position to every other vertex in the rest of the vertex buffer.
If two vertices are within some small tolerance of another, replace the second vertex's position with the position of the one you are comparing it against.
This should have the effect of pairing up the positions of two vertices if they are close enough that you deem them to be the same.
You now shouldn't have any problem with overlapping triangles. In everyday rendering two triangles share edges with each other all the time and you won't ever get the effect where they appear to every-so-slightly overlap. The hardware guarantees that a sample point is either on one side of the line or the other, but never both at the same time, no matter how close the point is to the line (even if it's mathematically on the line, it still fails on one side or the other).

How to use a single shadow map for multiple point light sources?

As I understand it, shadow-mapping is done by rendering the scene from the perspective of the light to create a depth map. Then you re-render the scene from the POV of the camera, and for each point (fragment in GLSL) in the scene you calculate the distance from there to the light source; if it matches what you have in your shadow map, then it's in the light, otherwise it's in the shadow.
I was just reading through this tutorial to get an idea of how how to do shadow mapping with a point/omnidirectional light.
Under section 12.2.2 it says:
We use a single shadow map for all light sources
And then under 12.3.6 it says:
1) Calculate the squared distance from the current pixel to the light source.
...
4) Compare the calculated distance value with the fetched shadow map value to determine whether or not we're in shadow.
Which is roughly what I stated above.
What I don't get is if we've baked all our lights into one shadow map, then which light do we need to compare the distance to? The distance baked into the map shouldn't correspond to anything, because it's a blend of all the lights, isn't it?
I'm sure I'm missing something, but hopefully someone can explain this to me.
Also, if we are using a single shadow map, how do we blend it for all the light sources?
For a single light source the shadow map just stores the distance of the closest object to the light (i.e., a depth map), but for multiple light sources, what would it contain?
You've cut the sentence short prematurely:
We use a single shadow map for all light sources, creating an image
with multipass rendering and performing one pass for each light
source.
So the shadow map contains the data for a single light source at a time but they use only one map because they render only one light at a time.
I think this flows into your second question — light is additive so you combine the results from multiple lights simply by adding them together. In GPU Gems' case, they add together directly in the frame buffer, no doubt because of the relatively limited number of storage texture samplers available on GPUs at the time. Nowadays you probably want to do a combination of combining in the frame buffer and directly in the fragment shader.
You also generally apply the test of "pixel is lit if it's less than or equal to the distance in the shadow buffer plus a little bit" rather than exactly equal, due to floating point rounding error accumulation.

Help with the theory behind a pixelate algorithm?

So say I have an image that I want to "pixelate". I want this sharp image represented by a grid of, say, 100 x 100 squares. So if the original photo is 500 px X 500 px, each square is 5 px X 5 px. So each square would have a color corresponding to the 5 px X 5 px group of pixels it swaps in for...
How do I figure out what this one color, which is best representative of the stuff it covers, is? Do I just take the R G and B numbers for each of the 25 pixels and average them? Or is there some obscure other way I should know about? What is conventionally used in "pixelation" functions, say like in photoshop?
If you want to know about the 'theory' of pixelation, read up on resampling (and downsampling in particular). Pixelation algorithms are simply downsampling an image (using some downsampling method) and then upsampling it using nearest-neighbour interpolation. Note that in code these two steps may be fused into one.
For downsampling in general, to downsample by a factor of n the image is first filtered by an appropriate low-pass filter, and then one sample out of every n is taken. An "ideal" filter to use is the sinc filter, but because of issues with implementing it, the Lanczos filter is often used as a close alternative.
However, for almost all purposes when doing pixelization, using a simple box blur should work fine, and is very simple to implement. This is just an average of nearby pixels.
If you don't need to change the output size of the image, then this means you divide the image into blocks (the big resulting pixels) which are k×k pixels, and then replace all the pixels in each block with the average value of the pixels in that block.
when the source and target grids are so evenly divisible and aligned, most algorigthms give similar results. if the grids are fixed, go for simple averages.
in other cases, especially when resizing by a small percentage, the quality difference is quite evident. the simplest enhancement over simple average is weighting each pixel value considering how much of it's contained in the target pixel's area.
for more algorithms, check multivariate interpolation

Resources