Screenshot of the Month, January 2017 [Winner Announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March
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Cube_
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Screenshot of the Month, January 2017 [Winner Announced!]

Post by Cube_ »

Welcome to screenshot of the month!
The winner has been announced

kornwaretm - naif :D
Image
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"
kornwaretm
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by kornwaretm »

title : naif :D
Image
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.
Vectrotek
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by Vectrotek »

Shweeet! (how about some code snippets and a roadmap to that promised land?) :mrgreen:
(Cool blog!)
kornwaretm
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by kornwaretm »

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 :oops: , i think a lot of people will spot stupid hacks going on inside :oops: lights are not correct, shadowing algorithm are really a naive one :oops: . 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.
kornwaretm
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by kornwaretm »

devsh wrote:what are you ray-marching?
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
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by devsh »

You need a distance transform, then it will run at 200FPS+

And alpha blending because aliasing when ray-marching :D
kornwaretm
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by kornwaretm »

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.
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by Vectrotek »

Interesting stuff.. Keep at it! :D
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by Vectrotek »

Looks like we have a winner..
Cube_
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Re: Screenshot of the Month, January 2017 [Submissions Open!

Post by Cube_ »

yup, due to lack of competition there won't be a vote this month

Congratulations kornwaretm
"this is not the bottleneck you are looking for"
kornwaretm
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Re: Screenshot of the Month, January 2017 [Winner Announced!

Post by kornwaretm »

i feel like an airplane pirate :oops:
Vectrotek
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Re: Screenshot of the Month, January 2017 [Winner Announced!

Post by Vectrotek »

Good show buddy! (now bombard us with your code) :D
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