Screenshot of the Month April 2011 [Winner announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Screenshot of the month April

Poll ended at Thu May 05, 2011 7:26 am

nathanf534 - Blockworld
4
10%
Sundar - WTA Tennis trumps
1
2%
tmyke - Land with grass
13
31%
stefbuet - deferred render, bloom and more
5
12%
focanafacos - Translucent Surface shader
8
19%
Masterhawk - Glass angel
11
26%
 
Total votes: 42

polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

Well right, maybe I stated my point a bit too "black-and-whitish". I'm also biased of the way I usually use this technique.
beer->setMotivationCallback(this);
Lonesome Ducky
Competition winner
Posts: 1123
Joined: Sun Jun 10, 2007 11:14 pm

Post by Lonesome Ducky »

Well, it's a good technique for how simply and quickly it's implemented that's for sure. I spent quite a long while working on a good impostor system.
stefbuet
Competition winner
Posts: 495
Joined: Sun Dec 09, 2007 4:13 pm
Location: france

Post by stefbuet »

Nothing new with me but I have some freetime to continue my lighting manager so I thought I would post a picture.

deferred render (normal & specular mapped)
antialiasing with edges detection (normal & depth)
1 spot light here
variance dual paraboloid shadow mapping (no blur here)
bloom
...

Image

I've done some ssao but I failed to have a nice output I'll redo that.
Next step is to do a nice refraction post process effect with chromatic aberations and put my dual paraboiloid reflexion code into the lighting manager..

If anyone have any idea about a refraction post process effect mainly compatible with a deferred pipeline I would be interested to hear it ;)
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

So much for me winning this month :)

Just you wait till i get CSM implemented :P
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!
focanafacos
Posts: 8
Joined: Wed Dec 20, 2006 4:20 pm

Real-Time SubSurface Scaterring Simulation for Irrlicht

Post by focanafacos »

Hi folks...

Looong time since my last post hehe. This isn´t really a game project, just something I´ve been working today. A shader for real-time subsurface scaterring simulation. This particular frame was rendered in irrlicht.
I´m working on a fast ambient occlusion implementation, in order to make this shader work for animated characters as well. Hope you like it.

Image
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Cool, how did you do the subsurface scattering? Is there a paper you could point me to.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
focanafacos
Posts: 8
Joined: Wed Dec 20, 2006 4:20 pm

Post by focanafacos »

3DModelerMan wrote:Cool, how did you do the subsurface scattering? Is there a paper you could point me to.
This effect is a cheap hack haha! It works by doing a dot product with the inverted LightDir and the eye vector. I don´t think there is a paper, but there are some slides from a GDC 2011 talk which I cant remember the link right now... sorry :(

Oh, and you must modulate the scaterring term by the thickness of the model. The original technique does that by painting the thickness on a extra texture map. I´m actually trying to get rid of the extra map by computing it on the fly.
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Thanks for explaining it. It looks pretty good for a cheap hack like that, I was planning on using a thickness map anyway.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
irrman
Posts: 10
Joined: Wed Apr 13, 2011 9:18 am

Post by irrman »

nathanf534 wrote:Blockworld

Image

Each randomly generated world is made of approximately 10 million cubes, which can all be modified. It can run at 100-150 fps on an average computer. It has real-time shadows for all the cubes, and flowing water, with support for multiple players on different computers interacting with the world at the same time.
Hello! You are using occlusion culling?? I trying to show 8 000 blocks without texture and get 8 fps :(
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

irrman wrote:I trying to show 8 000 blocks without texture and get 8 fps
Rather than using 8000 scene nodes use one which renders all cubes at once.

The cube scene node should not be used for this. It's only for testing purpose.
"Whoops..."
tmyke
Competition winner
Posts: 22
Joined: Thu Apr 03, 2008 4:43 pm
Location: France

Post by tmyke »

Have you tested the Hardware Instancing ?
Strength and wisdom.
Admin of the http://www.irrlicht.fr and dad of N3xtD.
Sorry for my poor English.
Masterhawk
Posts: 299
Joined: Mon Nov 27, 2006 6:52 pm
Location: GERMANY
Contact:

Post by Masterhawk »

A forum member for so long now and never participated in this contest. Here's my first try with a shot of a concept project.
Shows an angel model with a glass shader applied
Image
Image
irrman
Posts: 10
Joined: Wed Apr 13, 2011 9:18 am

Post by irrman »

randomMesh wrote:
irrman wrote:I trying to show 8 000 blocks without texture and get 8 fps
Rather than using 8000 scene nodes use one which renders all cubes at once.

The cube scene node should not be used for this. It's only for testing purpose.
I'm working with irrlicht about 3 weeks. Please tell me how it works and how to release it? Thanks!
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Please keep these questions in your thread in the other forums. This thread here is just for the contest
Marthog
Posts: 31
Joined: Sun Oct 03, 2010 8:33 pm
Contact:

Post by Marthog »

tmyke wrote:Image
Wow, really good! My first thoughs were Oblivion and Black Marsh.
Rust fanboy
Post Reply