Closed timprepscius closed 6 years ago
Do we know how MS postprocesses? Is it done via shaders?
I think so.
Can you explain how you extracted the shaders?
Shaders are probably included in the binary as strings. Use a reverse engineering/binary inspection tool I guess.
Ok, so I've extracted the shaders from vvtechs.dll
gist of code to extract: https://gist.github.com/timprepscius/e08fa2c9ae7e0cb232c3149ad6788fd8
and then I can run them through fxc.exe /dumpbin
gist of bat to do them all https://gist.github.com/timprepscius/30fafe9002e82b93074c361ec1e4ea71
Here is the final result: vvtechs-shaders.zip
Ok, does anyone have a spare vvtechs.dll from 2016?? when the shaders were transmogrified into opengl for the current libfreenect2?
Or shader listings? I would like to diff them, see what has changed.
Only @christiankerl might still have them somewhere. We never posted them publicly, as they are Microsoft-copyrighted code and we didn't want to give any reason for legal trouble.
But you're right, the old DLL should probably still float around. I might have it on my old VM, I'll check.
Found it (a really old one from ~2014): link redacted Let me know when you've downloaded it, I'd like to remove the link again.
Got it.
On Thu, Jun 15, 2017 at 9:51 AM Florian Echtler notifications@github.com wrote:
Found it (a really old one from ~2014): http://floe.butterbrot.org/external/vvtechs-2.0.1409.dll Let me know when you've downloaded it, I'd like to remove the link again.
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Ok, the shaders are exactly the same. But, as I've been reading the shaders, I notice there are more than a few variables not included by the lf2 opengl shaders.
Can anyone describe the process how the opengl shaders were created? I do find the HLSL assembler very difficult to read through. Is there a best tool to go about recreating the HLSL from the disassembled code? Is there a best doc on the assembly instructions... The MS is a bit light on certain aspects.
My current plan is to use: https://github.com/baldurk/renderdoc I am hoping I will be able to break on the shader IR and Depth, trace through, and see what is going on.
Any guidance based on past efforts would be great. I will probably work on this next week though.
I suppose this should merge into #865.
git log -1 --oneline 6236635 docs: Fix a typo
So I'm looking very carefully at the depth image produced by the ms sdk and the libfreenect2 sdk.
MS:
lf2:
If you notice that cross object. There is much more noise.
If I turn off the filters of the libfreenect2:
All filters:
Just Bilateral:
No Filters:
Unfortunately I can't do just edgeawarefilter. Things don't run.
I am wonder two things:
Do we know how MS postprocesses? Is it done via shaders?
I found a comment: https://github.com/OpenKinect/libfreenect2/issues/144#issuecomment-117638164
Can you explain how you extracted the shaders? Do you have the shaders for that version v2.0_1409?
I would like to check to see if they have changed.