Interesting 3D images and videos (Not necesarilly Irrlicht)

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

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!
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

magick of the computer gods
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Unfortunately, i do not believe in higher power, not even when it's incorrectly spelled.
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!
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

Interesting video. Very impressive. I guess that is the advantage of a deferred renderer.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

Any sufficiently advanced technology is indistinguishable from magic
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR
Last edited by Radikalizm on Wed Mar 16, 2011 7:37 pm, edited 1 time in total.
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image
impressive :)
pippy3
Posts: 155
Joined: Tue Dec 15, 2009 7:32 am

Post by pippy3 »

Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR

That looks very sexy
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

pippy3 wrote:
Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR

That looks very sexy
Thanks :D
This engine has almost been in development for a year now, so I'm pretty proud of the result I'm able to get already
jibblesmgee
Posts: 42
Joined: Thu Jan 06, 2011 9:12 am

Post by jibblesmgee »

I think you have to use the Chinese MilkyWay super computer to run that CryEngine for cinema... that's why it's "coming soon"
freetimecoder
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Contact:

Post by freetimecoder »

Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

freetimecoder wrote:http://www.youtube.com/watch?v=XgS67BwPfFY&hd=1

soon can't be far away :)
You'd need a monster of a machine to run that at interactive rates at a decent resolution...
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Radikalizm wrote:For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4
Looks nice :wink:
What are those objects at 0:47? skybox?
Working on game: Marrbles (Currently stopped).
REDDemon
Developer
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Location: Genova (Italy)

Post by REDDemon »

I don't think we will have videogames with CryEngine 3 for a long time and when they will come they will need incredible powerfully machines for running.
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