Front Warrior's Instanced Grass 100k-384k polygons per frame

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Would you like me to write a tutorial about this

I'd like to use it in my game
24
51%
I'd like to make it on my own and toy with it
6
13%
I'd look at it and nothing else
11
23%
I wouldn't bother reading
6
13%
 
Total votes: 47

devsh
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Post by devsh »

can I use some of the pictures and diagrams you posted in my power point, which I am going to release here since 53% people said that they would actually do something with this method.
ACE247
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Post by ACE247 »

Sure, go ahead. Cant wait to take a crack at this method.
devsh
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Post by devsh »

You need to have a SM 4.0 card for that

Some of the methods to aid the FPS of the instancing will help you to get your FPS up and display more dense grass in the same time frame.

however when you do have the SM 4.0 card... you can set the grass to be sooo funking dense that you wont be able to see where you are going when you crawl.
Last edited by devsh on Sat Jun 12, 2010 8:45 pm, edited 1 time in total.
ACE247
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Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

I've got a SM5.0 Card. ATi Radeon 5970! :P
devsh
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Post by devsh »

Hey could I use your PC to test shader tesselation?
ACE247
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Post by ACE247 »

Rather not...
devsh
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Post by devsh »

oh too bad, that would be like a dx11 feature to the irrlichters

anyway the grass sways around :)
ACE247
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Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Cool, neat work. By the way, is there some tut for using Irrlichts gui Editor? I made a thread here but no answearhttp://irrlicht.sourceforge.net/phpBB2/ ... highlight=
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

So whats next? :)
-parallax occlusion mapping
-atmospheric scattering (ATMOsphere, nice sun)
-HDR
-Dynamic Lighting
-Phong Tesselation for SM4.0 cards
-Sun shadows
-Dynamic Procedural Clouds
-Deferred Rendering
-Godrays
-SSAO
-I'd make/improve some models. Especially trees.
-Global illumination
devsh
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Post by devsh »

Sun Shadows, FW has a really weird management of shadows and ambient light.
Lonesome Ducky
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Post by Lonesome Ducky »

If this discussion is primarily between you and ace, you may consider carrying it out through pm's :lol:
ACE247
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Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Yeah nearly wanted to say that too. :)
devsh
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Post by devsh »

ok I should have a video right now on youtube
http://www.youtube.com/watch?v=XLTRY-N-fak
REMEMBER to turn the sound up!

however I used a shitty computer to record, therefore the video is choppy, I can reassure you that my FPS is above 24 at all times. it went down from 35 because of all the wind calculations I had to do in the geometry shader :( in the next version of the shader I will calculate everything in the vertex shader, and then just use geometry shader for nothing but outputting vertices.

You may notice that some grass planes are badly rotated... hanging in mid air, this is because I used an inverse matrix to pass down the rotational symmetry (needed for tesselation) axis. So I beyond repair on that one, and I could not be bothered to re-take the video. Anyhow I am getting some sleep and maybe by monday the instancing shader will be optimized untill its gets the best fps ever and the lighing will be sorted.

So next onto the shadows, a little reminder
PSM isn't good option, better solution is LiSPSM or TSM (You can combine it with PSSM/CSM and/or VSM
I did CSM in PNS but I didnt get the split locations right cause I couldnt solve integrals back then :)
ACE247
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Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Ok watched the video, that grass is seriously dense, however it doesnt yet beat Far Cry2. They used some kinda volume billboards.
ent1ty
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Post by ent1ty »

IMHO keep the geometry shader approach, but do it like this: http://http.developer.nvidia.com/GPUGem ... _ch07.html If you make your grass not only one plane, but 3 planes joined together(Figure 7-4), it will use less polygons and even look better.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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