Hi,
I want to show you what I was working on for the last weeks.
Itīs a graphic demo wich demonstrates some effects (as such a demo usually does
):
-spherical lightsources defined through position and radius (instead of pointlights wich have no radius)
-cook-torrance highlights for the stones around the spheres to give them a metallic look
(I removed the spec part of the ground for performance and compiling time reasons)
-soft drop shadows on the ground casted by the stones (only one stone circle per light)
-relief mapping for the ground wich also influences the depth value
->ground is depth based blended with the other objects of the scene to give the
illusion of bumpiness when the spheres intersect with the flat ground plane
-the relief mapping mixes a tiled texture with a 2nd non-tiled one
-detail normal- and colormapping
-HDRR
-tone mapping with adaptation over a period of time
-multible split-pass gauss-blurred HDR-based
Bloom
-support for red/cyan stereo anaglyphes rendering
-support for crosseye rendering using rotated grid supersampling
to scale down the two fullscreen RTs
I also tried to add support for lightshafts but recognized that the incorrectness
of the effect can be seen when one of the stereoscopic modes is used.
The movement of the spheres, stones circles, camera and the color change of the lights is proceduraly and initiated with some random values.
Explanation for the cross eye effect:
http://www.triplespark.net/render/stereo/pview.html(probably there are better somewhere)
Here are some more shots:
spherical lightsources diffuse only spherical lightsource specular onlyglossy ground slight specular for the non-tiled ground texture Here is the rest of my pics hosted - look for those wich start with 'Ancient' and 'spLights' (thx slin for sharing your webspace)
hope you like my little piece of art
regards,
EDIT1: runs with 30 fps on my GTX285 with all effects (cross eye)
EDIT2: I finally added two videos to my
youtube-channel