XEffects - (Indoor Soft-Shadows + Post-Processing)

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FuzzYspo0N
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Post by FuzzYspo0N »

Cool blindside, with an average of 80 fps 16 x sampling 4096x4096 size shadows, its really well done.
jingquan
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Post by jingquan »

Great, I'd love to use it but as usual I have pockets of problems like major alasing (limited to 1024x1024 and I can't use the DX hack), spot light projection (6x scene rendering if I'm gonna shadowmap the whole scene), bad filtering....

I'm gonna use stencil shadows + lightmaps for the shadowing, althought I'm unsure how can I darked objects occluded from lights if I lightmap.

Anyway, impressive work and great speed optimization.
BlindSide
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Post by BlindSide »

jingquan wrote: althought I'm unsure how can I darked objects occluded from lights if I lightmap.
You can try projecting the lightmap somehow? Just imagine a static shadow image projected on things. Like shadow mapping but without the RTT.

IIRC Half-Life2 used some cool things like projecting cubemaps onto the scene for a nice ambient lighting effect, but thats straying a bit offtopic... (And off-capability)
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Vsk
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Post by Vsk »

Will it work with irrlicht 1.3.1?

Thanks for your update! :o
xray
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Post by xray »

Really nice work, so my question is if it is free to use in our projects ?

By the way I get about 220 FPS for 2048x2048 and 16x filtering but with 4096 I ony get 1 FPS!

I also have some problems with direct3d and the shadows:

Image
Nadro
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Post by Nadro »

Good work BlindSide:) I have around 45 FPS in DX with 4096x4096 texture and 16x Filtering on Athlon XP 2000+ 1GB RAM and Radeon HD2600PRO 512MB, but demo not run in OpenGL mode...
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BlindSide
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Post by BlindSide »

Thanks for your comment Nadro, about the OpenGL mode, are there any shader errors in the console? I managed to fix all errors for ATI 200M, but you never know with those ATI Compilers...

Btw thanks for your MRT and texture formats patch, it is pretty useful, it will be easy to use the new texture formats to add more depth precision to the RTT.

@xray, Offcourse its free to use, same license as Irrlicht Engine. What video card do you have? Is your desktop running 32 bit resolution?

@vsk, It will work with some small changes, PM or try to reach me on IRC for details.
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xray
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Post by xray »

Yes my desktop is running under 32 bit. And my graphics card is a radeon x1900gt 256 MB
Strong99
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Post by Strong99 »

wow with a res of 4096 and AA highest i get framerate of 600 on that demo :P

very good done Blindside :P

Specs:
Quadcore 3ghz
NVidia 8800GT
Last edited by Strong99 on Wed Jan 23, 2008 5:17 pm, edited 1 time in total.
Nadro
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Post by Nadro »

Program is crash when is loading "atioglx2.dll - library for ATI drivers" (after says by console GLSL version: 1.3) I think than it's meybe problem with internal Catalyst drivers or GLSL shader problem.

@xray meybe this is problem with drivers? Can You test it with the latest Catalyst 8.1?
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sp00n
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Post by sp00n »

AMD 64x2 4200+
3Gb RAM
8600GT 512Mb

4096
16
OGL - 68-75 FPS
DX - 97-137

Great work!
Halifax
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Post by Halifax »

BlindSide wrote:
jingquan wrote: althought I'm unsure how can I darked objects occluded from lights if I lightmap.
You can try projecting the lightmap somehow? Just imagine a static shadow image projected on things. Like shadow mapping but without the RTT.

IIRC Half-Life2 used some cool things like projecting cubemaps onto the scene for a nice ambient lighting effect, but thats straying a bit offtopic... (And off-capability)
Off-topic: That would be cool though, a lot of high grade 3d engines do cube mapping for lighting like UE3, if you have ever seen the demo of walking through the level with the medieval light. They interpolate between a near and far cube map.
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dlangdev
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Post by dlangdev »

hey, i just saw the newly posted screenies.

looks awesome, congrats for the had work.

i'll try them out later.
Image
jingquan
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Post by jingquan »

IIRC Half-Life2 used some cool things like projecting cubemaps onto the scene for a nice ambient lighting effect, but that's straying a bit offtopic... (And off-capability)
Hehe, thanks for the tip, I just tried that out with some horrible diffuse cubemap (in irrlicht) and the results isn't that bad at all. Time to make it dynamic if possible...

About the projecting lightmaps, it's a great idea, but is there a tool that does cubemap-lightmapping? Nevermind, I think I can manage some hand painted shadows. :D I wonder if it's a good idea to bake radiosity into it.

BTW, you can dialate/blur the shadows according to the depth. That'll be like crysis!!
BlindSide
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Post by BlindSide »

Hehe, infact I've been experimenting with the jitter sampling technique from Crytek:
Image

I've toyed with fading, adjusting blur based on distance, etc a long time ago, but the results aren't always as expected and it requires alot of scene-specific tweaking to get right (And I am trying to make them general and easy to use in alot of scene types.).

Cheers
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