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Shader Collection
#231229
10/12/08 23:44
10/12/08 23:44
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
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OP
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Joined: Apr 2008
Posts: 235
TEXCOORD3
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hey, Next week I will release a small collection of the shaders I have written for GS so far.
Rasterization: -Normal Mapping with unlimited ppl (store light coords in a texture) -Relief mapping with radiosity and phong illumination (1 light, Dyn. Sunlight)
Shadows: -Projective sunlight shadow mapping -Projective multishadowing (handles up to 4 shadows at once per surface)
Misc: -Single pass, Single stage volumetric rendering (assumes volume to be infinite, clamps density to a specific value). -SSAO shader -Sapphire ray tracer (requires an NVIDIA GeForce 8 series and at least 512mb of video card memory (note: this is experimental, results WILL differ on different machines. DON'T use this shader on slower machines, it CAN CAUSE SERIOUS HARDWARE DAMAGE! I'm not responcible for any damages. As long as you have the correct preformance, your gpu is perfectley safe). -utilizes CUDA technology.
Demos (if I get around to it :P) -real-time ray-traced room using Sapphire. I still need to tweak the preformance.
These examples and shaders cannot be used in commercial projects*
If you guys like these shaders, I will sell my other works. I will only release a couple of shaders as examples. hope you enjoy these next week, Mike
*I will offer commercial versions of these shaders to anyone for a small fee.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Shader Collection
[Re: Foxfire]
#231230
10/12/08 23:46
10/12/08 23:46
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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OP
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Joined: Apr 2008
Posts: 235
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please let me know which of these shaders you guys want for free. I also have a bunch more that I can release so let me know if there is anything you want that I didn't mention. I'll pick 3 or 4 of them. Just make a quick post here, I'll check back later.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Shader Collection
[Re: tkunze]
#231266
10/13/08 10:12
10/13/08 10:12
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Why do you always tell us what you are going to do? Just post your shaders... Shadows: -Projective sunlight shadow mapping
Shadowmapping for the sun which can be used in a big environment, with still a high resolution? Are they soft? How do you make sure that the shadows are highres all the time? I am just curious as I am just getting to a stage where I am quite happy with my own shadowmapping results  Rasterization: -Normal Mapping with unlimited ppl (store light coords in a texture)
Doesn´t that mean that there can only be one light per pixel?
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Re: Shader Collection
[Re: Slin]
#231309
10/13/08 17:22
10/13/08 17:22
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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OP
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Joined: Apr 2008
Posts: 235
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I don't want to post them all, I want to know which ones you guys want to have for free.
I use a ray tracer for percentage closer soft sunligh shadows.
I also have a projective sunlight shadow mapper that uses cubic coord interpolation with partially derivced boundries for increasing quality. Only one additional camera rendering the depth of each SS pixel is required. This is based off of my SSAO shader with a modified comparison position and a few mods.
Obviously the larger the area you cover the lower the quality or preformance. You can adjust these paremeters to your liking. By using calculus, I greatly improved the conventional meathod. It can cover about 8,000 quants with the quality of 1,000 quants in a traditional shader.
Yes, there is a limit to the number of lights. But I can't imagine using more than 10 lights let alone 2048x2048/2 or whatever your GPU tex limit is anyway.
-I use a linear search to apply every other pixel value (representing a light pos and color, 2 pixels per light) to every rendered pixel (PPL). You can have about 25 lights per surface with 60 fps (on my laptop at least).
Last edited by Foxfire; 10/13/08 17:23.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Shader Collection
[Re: Foxfire]
#231326
10/13/08 18:23
10/13/08 18:23
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Joined: Apr 2008
Posts: 650
Sajeth
User
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User
Joined: Apr 2008
Posts: 650
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Why should we consider using your (commercial) shaders, as long as theres Shade-C out for free? Without any demo level or screenshots/vids we wont be able to tell you wether you should consider releasing them ;-)
Teleschrott-Fan.
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Re: Shader Collection
[Re: Hummel]
#231469
10/14/08 17:49
10/14/08 17:49
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Fear411
Unregistered
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Fear411
Unregistered
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i am also interested in shadowmapping shaders.
And whats with you ocean shader, you said you will also post?
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