Click here for EyeGasm (RL GI) [FULL SRC && DEMO AVA
Click here for EyeGasm (RL GI) [FULL SRC && DEMO AVA
THE GRAND DEMO
Now my demo shows global illumination with changing light conditions (sun a.k.a directional light) although without shadow mapping. Point and spot lights would be possible but only with another set of 9 coefficients coding for depth.
http://project-ninja-star.googlecode.com/files/GIv2.zip
Sorry for the choice of words but "I'm going to rape UR eyes and make you **gasm over" my snippet/example
Yes what you see here is real time global illumination using spherical harmonix!
Will post more details+screenies in a bit
Now my demo shows global illumination with changing light conditions (sun a.k.a directional light) although without shadow mapping. Point and spot lights would be possible but only with another set of 9 coefficients coding for depth.
http://project-ninja-star.googlecode.com/files/GIv2.zip
Sorry for the choice of words but "I'm going to rape UR eyes and make you **gasm over" my snippet/example
Yes what you see here is real time global illumination using spherical harmonix!
Will post more details+screenies in a bit
Last edited by devsh on Wed Dec 08, 2010 10:21 pm, edited 2 times in total.
sorry i didnt have time to crop these
http://img41.imageshack.us/img41/8415/s ... ot1401.png
http://img715.imageshack.us/img715/7825 ... hot13k.png
http://img641.imageshack.us/img641/8128 ... hot12q.pnghttp://img72.imageshack.us/img72/1213/screenshot11j.png
http://img822.imageshack.us/img822/1261 ... hot10j.png
http://img199.imageshack.us/img199/6055 ... shot9b.png
http://img839.imageshack.us/img839/4230 ... shot8p.png
http://img684.imageshack.us/img684/9235 ... shot7h.png
http://img207.imageshack.us/img207/14/screenshot6sk.png
http://img101.imageshack.us/img101/8392 ... hot5en.png
http://img638.imageshack.us/img638/530/ ... hot4uz.png
http://img23.imageshack.us/img23/6627/screenshot3sf.png
http://img41.imageshack.us/img41/8415/s ... ot1401.png
http://img715.imageshack.us/img715/7825 ... hot13k.png
http://img641.imageshack.us/img641/8128 ... hot12q.pnghttp://img72.imageshack.us/img72/1213/screenshot11j.png
http://img822.imageshack.us/img822/1261 ... hot10j.png
http://img199.imageshack.us/img199/6055 ... shot9b.png
http://img839.imageshack.us/img839/4230 ... shot8p.png
http://img684.imageshack.us/img684/9235 ... shot7h.png
http://img207.imageshack.us/img207/14/screenshot6sk.png
http://img101.imageshack.us/img101/8392 ... hot5en.png
http://img638.imageshack.us/img638/530/ ... hot4uz.png
http://img23.imageshack.us/img23/6627/screenshot3sf.png
Last edited by devsh on Thu Dec 02, 2010 10:37 pm, edited 2 times in total.
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Eh, here I am with clean pants. I was hoping for something a little more... exciting. Interesting, but could you crop the pictures to your actual window? It's distracting and takes up way too much space with your IDE in the background as well. (Yes, I'm fully aware that you said you had no time to crop them, but it's stretching the forums and it'll be very hard to read replies over a line. That horizontal scrollbar is the spawn of the devil.)
My pants are clean as well. It's cool, but I imagine it being extraordinarily expensive and not applicable in a real-time game scenario.
I also couldn't agree more with
I also couldn't agree more with
Use thumbnails or crop them down. You should never have to scroll sideways on a forum.Lonesome Ducky wrote:Interesting, but could you crop the pictures to your actual window? It's distracting and takes up way too much space with your IDE in the background as well. (Yes, I'm fully aware that you said you had no time to crop them, but it's stretching the forums and it'll be very hard to read replies over a line. That horizontal scrollbar is the spawn of the devil.)
it is applicable Real Time, the level runs at 230FPS same as without GI... the spherical harmonic is only 27*4 bytes.... even with the level divided into a grid of 57*57*13 it still gives just over 4.3 mb I could make it even more defined if not for irrlicht's memory leaks when reading RTTs on CPU
You prebake the level and you can convert each cubemap (40*40*6*4), so the level looks as if you have covered it with 1.5GB worth of environment maps
I will take care of the images in a bit/replace them by a demo
You prebake the level and you can convert each cubemap (40*40*6*4), so the level looks as if you have covered it with 1.5GB worth of environment maps
I will take care of the images in a bit/replace them by a demo
Will not work
The main advantage is that with the ALL awesome SH atlas I can do PER Vertex interpolation and lookup whereas in this demo the interpolation is per object...
This approach has 2 pros:
1) More accurate lighting
2) object can be big (bigger than space between probes)
And 1 con:
1) the more geometry the more performance loss
Obviously my holy grail would be PER pixel GI... which would yield the same computational time/render time loss
I will raise the sysreq to SM 3.0 because I want to get 6/7 of the trilinear interpolation for free from the graphics card interpolating the 2d texture
The main advantage is that with the ALL awesome SH atlas I can do PER Vertex interpolation and lookup whereas in this demo the interpolation is per object...
This approach has 2 pros:
1) More accurate lighting
2) object can be big (bigger than space between probes)
And 1 con:
1) the more geometry the more performance loss
Obviously my holy grail would be PER pixel GI... which would yield the same computational time/render time loss
I will raise the sysreq to SM 3.0 because I want to get 6/7 of the trilinear interpolation for free from the graphics card interpolating the 2d texture