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Tianchen Xu's Projects

amp12interop icon amp12interop

C++ AMP interops with DX12, a simple color to grey process

character12 icon character12

DirectX 12 character animation and rendering. Note: currently, there is no AA deployed in this sample, because it originally worked with temporal AA in my full scene rendering; please use AA settings in the panel provided by your graphics-card vendor for a better visualization.

cmdpixels icon cmdpixels

Image printed to console in 16-color palette.

computeraster icon computeraster

Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization (fine rasterization, which calls the pixel shaders).

dxrvoxelizer icon dxrvoxelizer

XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.

dynamicresources icon dynamicresources

Single-pass separable Gaussian blur by dynamic (bindless) resources supported by Shader Model 6.6.

fluidx12 icon fluidx12

Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space) demo I. Fast volume rendering using our novel ray marching with smoke simulations by Eulerian grid method for solving Navier-Stokes equation.

irradiancemap icon irradiancemap

Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo II. Real-time dynamic irradiance mapping.

meshshader icon meshshader

Simple mesh-shader sample that auto-renders VB with IB to meshlets.

mipgen icon mipgen

Different MIP-map generation algorithms.

motionfx icon motionfx

Motion effects materials (VRCAI 2011, CASA 2013, and CAVW).

msfallback icon msfallback

Meshlet culling by a layer of interface with amplification-shader and mesh-shader fallback implementations using compute and vertex shaders. All API calls are unified with the fallback layer, and the native and fallback paths can be switched by EnableNativeMeshShader().

multivolumes icon multivolumes

Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space) demo III. Fast real-time multiple volumes rendering for external volume textures with mesh occlusion.

nntestamp icon nntestamp

A simple GPU-based CNN exercise sample using C++ AMP, referring to https://www.codeproject.com/Articles/24361/A-Neural-Network-on-GPU

nonuniformblur icon nonuniformblur

Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo I (just for reference). A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle (theoratically related to Haar wavelet tranforms). The mathematical model can be found in the PDF file.

ocldx12interop icon ocldx12interop

Single-pass separable Gaussian blur with OpenCL interops with DX12

particleemitter icon particleemitter

An improved implementation of my CASA 2013 paper "Real‐time generation of smoothed‐particle hydrodynamics‐based special effects in character animation" (https://onlinelibrary.wiley.com/doi/abs/10.1002/cav.1545). Particle emissions from the surface of mesh. The emitters are approximatively uniformly distributed by taking the advantage of quad tessellations. The fluid is simulated by SPH using my prefix-sum bin sorting.

poissonsolver icon poissonsolver

DirectX 11 Poisson solvers using Jacobi iteration, conjugate gradient, and multi-grid method respectively.

raytracedggx icon raytracedggx

Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.

raytracedsph icon raytracedsph

Real-time fluid simulation using smoothed particle hydrodynamics (SPH) by taking advantage of GPU hardware ray tracing for particle neighbor search.

renderingx12 icon renderingx12

Partially open source: real-time scene rendering using XUSG based on DirectX 12. 纯粹秀秀demo……ただ、デモを見せるため……

sdftracing icon sdftracing

Signed distance field (SDF) generation by amortized ray tracing, SDF AO, and SDF soft shadow

shirradianceez icon shirradianceez

XUSG-EZ sample. Use XUSG-EZ, a DX11-style wrapped interface based on DX12, to implement spherical harmonics rendering. The code is also compared with XUSG DX12-style implementation.

silhouettex icon silhouettex

Silhouette extraction by tessellation (compared with GS).

smoke2d icon smoke2d

DirectX 11 2D smoke simulation (DXUT required).

smoke3d icon smoke3d

DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with compute shaders

smokeamp icon smokeamp

3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP

sparsevolumedxr icon sparsevolumedxr

DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.

sparsevolumex icon sparsevolumex

Real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. For a better quality of the shadow map, directional ray-traced shadow mapping will be considered in the future.

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