Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
slavik262
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Post by slavik262 »

Bloom!

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I'm currently working on a post-processing library, and one of the first effects I wanted to do was bloom. For those of you who aren't familiar with it, bloom is a multi-step process that works by isolating the bright parts of the image, blurring them, and adding them back in so that they appear to glow (look at the bright part of the sky and the edges of the shapes for examples). It's commonly used in games to make lighting look more realistic.

Up next I will implement full High Dynamic Range rendering with Tone Mapping.
Virion
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Post by Virion »

great stuff u got there slavik262 :D
wing64
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Post by wing64 »

Deferred + 1 directional light + 500 point lights (GLSL, i7-930, ATI Radeon HD 4670)
If somebody know about Direct3D9 problem http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=39477 please notice me (Direct3D9 i used 3 Single RT for render GBuffer in 3 times because i have problem MRT on this driver :( ).
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stefbuet
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Post by stefbuet »

22FPS with your graphic card and no MRT with 500 lights made me realize how my deferred system is slow :(
How many light per pass do u do and what's the poly count ?
ent1ty
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Post by ent1ty »

poly count is 378344
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
wing64
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Post by wing64 »

Sorry...is my bad for not clear information. Above screenshot use OpenGL with MRT and 500 pass with sphere for rendering pointlight. Polycount shown at title bar. And now i still problem in Direct3D9 with MRT. :cry:
ent1ty
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Post by ent1ty »

Image


There is only one light in the scene. Cool, huh? :)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
stefbuet
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Post by stefbuet »

Failling at reflexion mapping :D
I found this was a nice image, look like some kind of fractal.

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BlindSide
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Post by BlindSide »

Nice! Someone should make a glitch pictures thread, like the one in this forum:

http://ompf.org/forum/viewtopic.php?t=508
ShadowMapping for Irrlicht!: Get it here
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Mel
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Post by Mel »

Not bad... heheh... just search for a nice name for that thread :P... It looks like our video cards have a bit of an artistic soul on their own...

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The curious thing is that the same code under Direct X gives a correct result. If you are doing zoomblur, that is...
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
stefbuet
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Post by stefbuet »

Youhouhou!
Dual paraboloid reflexion ! :D
Finally, I'm now prepared to put my work into shadow mapping application.
So happy :D

Image

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ent1ty
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Post by ent1ty »

wow... is that raytracing? Or how does it work?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Lonesome Ducky
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Post by Lonesome Ducky »

I believe it is similar to cube mapping, but instead of rendering 6 sides, it renders two half circles.
ent1ty
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Post by ent1ty »

so it's not dynamic then? :cry:
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Lonesome Ducky
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Post by Lonesome Ducky »

No it is, but instead of 6 renders, it uses two cameras with the highest field of view they can have to render, so it makes 2 half circles. It often has less quality than rendering the six views, but it is much faster. Maybe stefbuet can explain better :lol:
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