Screenshot of the Month April 2011 [Winner announced!]
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- Competition winner
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- Joined: Sun Jun 10, 2007 11:14 pm
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
...
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
deferred render (normal & specular mapped)
antialiasing with edges detection (normal & depth)
1 spot light here
variance dual paraboloid shadow mapping (no blur here)
bloom
...
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
So much for me winning this month
Just you wait till i get CSM implemented
Just you wait till i get CSM implemented
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!
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!
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- Posts: 8
- Joined: Wed Dec 20, 2006 4:20 pm
Real-Time SubSurface Scaterring Simulation for Irrlicht
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.
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.
Check out my blog: http://gameprogrammerpp.blogspot.com/
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
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
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 8
- Joined: Wed Dec 20, 2006 4:20 pm
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... sorry3DModelerMan wrote:Cool, how did you do the subsurface scattering? Is there a paper you could point me to.
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.
Check out my blog: http://gameprogrammerpp.blogspot.com/
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
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
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Hello! You are using occlusion culling?? I trying to show 8 000 blocks without texture and get 8 fpsnathanf534 wrote:Blockworld
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.
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- Posts: 1186
- Joined: Fri Dec 29, 2006 12:04 am
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.
Admin of the http://www.irrlicht.fr and dad of N3xtD.
Sorry for my poor English.
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- Posts: 299
- Joined: Mon Nov 27, 2006 6:52 pm
- Location: GERMANY
- Contact:
I'm working with irrlicht about 3 weeks. Please tell me how it works and how to release it? Thanks!randomMesh wrote:Rather than using 8000 scene nodes use one which renders all cubes at once.irrman wrote:I trying to show 8 000 blocks without texture and get 8 fps
The cube scene node should not be used for this. It's only for testing purpose.