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Screenshot of the Month February 2012 [Winners announced!]

Posted: Fri Jan 20, 2012 6:45 pm
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
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Auria - SuperTuxKart: The Zen Garden Pond
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3DModelerMan - IcicleEd
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desmoines - 3D Scene-Editor
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wing64 - ARSA Framework - Train Station
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wiedzmin112 - Atmospheric scattering, God Rays
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ap369 - AGAME -Desert
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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.

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

Posted: Sat Jan 21, 2012 9:54 pm
by Adler1337
February :wink:

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

Posted: Sun Jan 22, 2012 12:08 am
by Strong99
You don't like the Dutch month notation? :)

I fixed them. Thank you.

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

Posted: Thu Jan 26, 2012 4:39 pm
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.

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

Posted: Fri Jan 27, 2012 11:30 am
by wiedzmin112
@Mel How far is light camera from your normal camera?

PS.Do you use directional light?

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

Posted: Fri Jan 27, 2012 2:39 pm
by Cube_
nice.

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

Posted: Fri Jan 27, 2012 3:26 pm
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.

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

Posted: Fri Jan 27, 2012 5:24 pm
by wiedzmin112
How much fps you have?

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

Posted: Sat Jan 28, 2012 12:43 am
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.

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

Posted: Wed Feb 01, 2012 12:59 am
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!

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

Posted: Wed Feb 01, 2012 11:17 am
by Cube_
yay!
SUPERTUXKART! (Still <3 that game)

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

Posted: Fri Feb 03, 2012 12:18 am
by Virion
more and more quality screenshots are entering this contest! :D

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

Posted: Fri Feb 03, 2012 8:29 am
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

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

Posted: Fri Feb 03, 2012 3:45 pm
by desmoines
Title : 3D Scene-Editor
Graphic engine : IrrLicht
Sound engine : IrrKlang
GUI library : wxWidgets
Script engine : Lua

Image

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

Posted: Mon Feb 06, 2012 5:11 pm
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

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