The Quest for Very Wide Outlines
bartvk 2021-08-18 07:28:53 +0000 UTC [ - ]
Never having done any work like this on the GPU, I hadn't realized this would be possible.
kevingadd 2021-08-18 23:50:58 +0000 UTC [ - ]
Windows has had a built in 'timeout detection & recovery' system for years now specifically designed to detect when the GPU locks up and then basically just knock it over and restart it so your PC becomes usable again. [ https://docs.microsoft.com/en-us/windows-hardware/drivers/di... ]
Vulkan and Direct3D 12 have, by giving you more direct access to 3D hardware, brought back a lot of the fun 'this game caused a kernel mode crash or hung the entire machine' experience we used to get in the Windows 9x days. As a game dev whenever I do some Vulkan or D3D12 testing I make sure to reboot the machine afterward to avoid having my browser crash 4 hours later because the video driver stomped on some stray pages in the file cache.
jayd16 2021-08-18 07:10:08 +0000 UTC [ - ]
dale_glass 2021-08-18 23:15:27 +0000 UTC [ - ]
In the Jet Set Radio HD and Guilty Gear Xrd -SIGN- examples, I get it. But the really thick one with the robot only reminds me of activity books for very young children, which are used with those dull safety scissors.
I'm failing to come up with some circumstance in which I'd actually want something to look that way.
bastawhiz 2021-08-19 00:46:03 +0000 UTC [ - ]
dale_glass 2021-08-19 07:10:05 +0000 UTC [ - ]
nyanpasu64 2021-08-18 08:45:19 +0000 UTC [ - ]
I'm concerned that the results turn a single point into a square rather than a circle. Would using non-square-grid point distributions alleviate this?
Perhaps this could be useful for GPU line rendering, though it's a texture-space algorithm and won't solve drawing a thin line in the first place (which I don't know if it's easier than a thick line or not).
everyone 2021-08-18 08:37:27 +0000 UTC [ - ]
iainmerrick 2021-08-18 09:07:29 +0000 UTC [ - ]
etaioinshrdlu 2021-08-18 06:16:46 +0000 UTC [ - ]
Kiro 2021-08-18 07:01:58 +0000 UTC [ - ]
Your comment makes it sound like there's only one presumed use-case for this.
jimmySixDOF 2021-08-18 13:32:07 +0000 UTC [ - ]
Also, FWIW, this was posted today on Reddit - a nice writeup of "5 ways to draw an outline" in Unity that also tips a hat to the OP article:
t8y 2021-08-18 08:05:59 +0000 UTC [ - ]
Quenty 2021-08-18 06:41:38 +0000 UTC [ - ]
Since the model may be viewed from any direction, this would be very hard to do in post, since there’s no way you can get the model to look correct from all angles.
adamrezich 2021-08-18 20:31:23 +0000 UTC [ - ]
hesdeadjim 2021-08-18 14:34:23 +0000 UTC [ - ]
I’ve explained this many times to art and design directors and there is always the starement of “but this game did it”! To which my response is, this game is on PS4 not mobile, or it required a lot of asset pipeline customization, and/or hand authoring. Of course it can be done, but it may come at the significant expense of other systems.
wolverine876 2021-08-18 22:58:56 +0000 UTC [ - ]
bastawhiz 2021-08-19 00:44:27 +0000 UTC [ - ]
As the images with the black outline show near the top of the article, scaling up the component parts and drawing them as black don't achieve a good effect. The "correct" approach is to find each opaque bit of the 3D object you're outlining and draw opaque outline pixels within a radius of the outline width around it. This is slow, however, since you're essentially operating per-pixel. To achieve reasonable performance, there's a good amount of optimizing that needs to happen.
thom 2021-08-18 23:16:18 +0000 UTC [ - ]