Screenshot of the Month, January 2017 [Winner Announced!]
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Screenshot of the Month, January 2017 [Winner Announced!]
Welcome to screenshot of the month!
The winner has been announced
kornwaretm - naif
The winner has been announced
kornwaretm - naif
Last edited by Cube_ on Sat Feb 04, 2017 4:24 am, edited 1 time in total.
"this is not the bottleneck you are looking for"
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- Competition winner
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Re: Screenshot of the Month, January 2017 [Submissions Open!
title : naif
ray marching in irrlicht vanilla 1.8.4. every are thing drawn inside fragment shader. deferred rendering done to calculate lighting, shadow and stuff. i this project stuck, too hard to get good framerate.
ray marching in irrlicht vanilla 1.8.4. every are thing drawn inside fragment shader. deferred rendering done to calculate lighting, shadow and stuff. i this project stuck, too hard to get good framerate.
Re: Screenshot of the Month, January 2017 [Submissions Open!
Shweeet! (how about some code snippets and a roadmap to that promised land?)
(Cool blog!)
(Cool blog!)
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Re: Screenshot of the Month, January 2017 [Submissions Open!
thanks Vectrotek. the rendering thingy supposed to be release along with my jungle scene node, for rendering the trees, volumetric tree bark, ivy, leaves dll . at this stage, it just barely works, code are not elegant, far from readable , i think a lot of people will spot stupid hacks going on inside lights are not correct, shadowing algorithm are really a naive one . well let me clean up a little before releasing it to git. may be more brain can help it take off, or just let it shine inside someone else's project.
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Re: Screenshot of the Month, January 2017 [Submissions Open!
Basically cube, just imagine there are terrain inside a cube. Ray march moving againts the cube which constantly changing its height. Some other objects are sphere and cylinder, the same idea goes, a sphere that constantly change its radius. When the expected distance error meets target, means ray hits the surface. My original plan is eliminating the need for 3d volume data, to save gpu mem, also time required to upload from ram to vram.devsh wrote:what are you ray-marching?
Re: Screenshot of the Month, January 2017 [Submissions Open!
You need a distance transform, then it will run at 200FPS+
And alpha blending because aliasing when ray-marching
And alpha blending because aliasing when ray-marching
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Re: Screenshot of the Month, January 2017 [Submissions Open!
The ray already move inside local space, not in the world space. Distance value are not a concern, in ray marcing, the ray can easily skip huge empty gap, due to the nature of distance functions (i use inigo quiles distance function). What i think people are not aware of, is that the ray can actually move backward. Which can be used to grasp odd surface. Imagine an object that are thick and thin at the same time. We only know the thickness when the ray hits.
Re: Screenshot of the Month, January 2017 [Submissions Open!
Interesting stuff.. Keep at it!
Re: Screenshot of the Month, January 2017 [Submissions Open!
Looks like we have a winner..
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Re: Screenshot of the Month, January 2017 [Submissions Open!
yup, due to lack of competition there won't be a vote this month
Congratulations kornwaretm
Congratulations kornwaretm
"this is not the bottleneck you are looking for"
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Re: Screenshot of the Month, January 2017 [Winner Announced!
i feel like an airplane pirate
Re: Screenshot of the Month, January 2017 [Winner Announced!
Good show buddy! (now bombard us with your code)