Screenshot of the Month February 2012 [Winners 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 February 2012

Poll ended at Mon Mar 05, 2012 9:06 pm

mel - PSM, the Perspective Shadow Mapping algorithm
12
29%
Auria - SuperTuxKart: The Zen Garden Pond
12
29%
3DModelerMan - IcicleEd
0
No votes
desmoines - 3D Scene editor
4
10%
wing64 - ARSA Framework, Train Station
11
27%
wiedzmin112 - Atmospheric scattering: God Rays
0
No votes
ap369 - AGAME -Desert
2
5%
 
Total votes: 41

Strong99
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Screenshot of the Month February 2012 [Winners announced!]

Post by Strong99 »

And this month we have again two winners!
- mel with PSM, the Perspective Shadow Mapping algorithm
- Auria with SuperTuxKart: The Zen Garden Pond

[Old]
Vote now for the best screenshot of Februari 2012!
The poll will be active until March the 5th

Some pictures are not shown in their fullsize. Too view them fullsize please visit: To the gallery

mel - PSM, the Perspective Shadow Mapping algorithm
Image

Auria - SuperTuxKart: The Zen Garden Pond
Image

3DModelerMan - IcicleEd
Image

desmoines - 3D Scene-Editor
Image

wing64 - ARSA Framework - Train Station
Image

wiedzmin112 - Atmospheric scattering, God Rays
Image

ap369 - AGAME -Desert
Image
Topic for the February screenshot entries!

Please submit here for the best screenshot for February 2011. You can submit until the 20th of February. Voting should start soon after that date.

Rules
- Only irrlicht renders allowed,
- Give images a good title and make clear what the title is,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- And some information about the project/scene,

Notes
- Please show a good quality image with a decent image size.
Adler1337
Posts: 471
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Location: In your base.

Re: Screenshot of the Month Februari 2012 [Submit now!]

Post by Adler1337 »

February :wink:
multum in parvo
Strong99
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by Strong99 »

You don't like the Dutch month notation? :)

I fixed them. Thank you.
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Screenshot of the Month February 2012 [Submit now!]

Post by Mel »

PSM, the Perspective Shadow Mapping algorithm only with Irrlicht's tools in DirectX (Although, the implementation i've created allows to switch to Open GL fairly quick)

Image

It is only the ideal case where the PSM algorithm works without modifications or odd alterations. (No singularities treated here) It is actually a small step towards the real end, which is Light Space Perspective Shadow Mapping.

I have removed the textures from the ground to make the shadows more obvious. A single shadow map that has 512x512 pixels of resolution, and it is filtered using Variance Shadow Mapping. The loss of resolution with the distance can be seen very clearly, And that is what the LiSPSM algorithm tries to solve, balancing the shadowmapping, and removing all the posible singularities and issues of the PSM original idea.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
wiedzmin112
Posts: 30
Joined: Tue Oct 18, 2011 3:48 pm

Re: Screenshot of the Month February 2012 [Submit now!]

Post by wiedzmin112 »

@Mel How far is light camera from your normal camera?

PS.Do you use directional light?
Cube_
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by Cube_ »

nice.
"this is not the bottleneck you are looking for"
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Screenshot of the Month February 2012 [Submit now!]

Post by Mel »

This doesn't work exactly like the normal shadowmapping algorithm, it is in the same place as the view point and changes with it. It is set so the up vector of this "light camera" aims towards the light and thus, the shadowmap resolution gets bigger near the point of view and decreases with the distance. It behaves like a directional light.

I use a normal camera to focus all the important objects that cast shadows in the scene, and i get its view and projection matrices, and then, i transform it again with another orthogonal transformation, so i can see exactly the content of the (half, in DX)unit cube, and create the shadowmap there.

Pros: Near the light camera, the objects are bigger and the shadow map has a nice resolution there, and i can cover any distance, as the whole space the camera covers can get shadowed.

Cons, any object that goes beyond the volume of the light camera is clipped, and thus, this camera should be readjusted to take them into consideration. This shot has an orthogonal projection that goes beyond the limits of the camera space, for instance. The LiSPSM algorithm covers this issue, and it is what i am trying to solve right now.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
wiedzmin112
Posts: 30
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by wiedzmin112 »

How much fps you have?
Mel
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Location: Granada, Spain

Re: Screenshot of the Month February 2012 [Submit now!]

Post by Mel »

I get the same performance as the standard shadow mapping algorithm. That is slower because of the opacity of the trees, but the render time maybe around 11 or 12 msec, or 83 fps.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Auria
Competition winner
Posts: 120
Joined: Wed Feb 18, 2009 1:11 am
Contact:

Re: Screenshot of the Month February 2012 [Submit now!]

Post by Auria »

Hi folks,

this is the first time our project (SuperTuxKart) enters this contest :)

SuperTuxKart : The Zen Garden Pond
Image

This image uses the OpenGL renderer of irrlicht, and can be seen in SuperTuxKart (supertuxkart.net). The scene was modeled in blender and then exported to our B3D/XML-based scene format, then loaded back into irrlicht. This is a rather low-poly track (30000 polys total). This track was modeled and textured mainly by Jean-Manuel "Samuncle" Clémençon (samuncle.net), kudos to him for his great work!
Cube_
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by Cube_ »

yay!
SUPERTUXKART! (Still <3 that game)
"this is not the bottleneck you are looking for"
Virion
Competition winner
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by Virion »

more and more quality screenshots are entering this contest! :D
shadowslair
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by shadowslair »

Some actual colourful karts in the background would make it much better. What I see right now is- "Super Tux Kart" - pond, rock, path. Where are the karts? :D
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
desmoines
Competition winner
Posts: 11
Joined: Mon Dec 05, 2011 7:55 am

Re: Screenshot of the Month February 2012 [Submit now!]

Post by desmoines »

Title : 3D Scene-Editor
Graphic engine : IrrLicht
Sound engine : IrrKlang
GUI library : wxWidgets
Script engine : Lua

Image
Gooli Soft on FaceBook
http://facebook.com/GooliSoft
3DModelerMan
Posts: 1691
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Re: Screenshot of the Month February 2012 [Submit now!]

Post by 3DModelerMan »

Here's a screenshot of my editor: IcicleEd (you'll need to click it to see the whole screenshot):
  • Qt
    Icicle Engine (my framework built around Irrlicht)
Image

Uploaded with ImageShack.us
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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