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Re: SSAO development thread
[Re: Widi]
#368958
04/29/11 21:52
04/29/11 21:52
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Joined: Jul 2001
Posts: 6,904
HeelX
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Posts: 6,904
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Cool, thanks guys  This is what I am talking about: GPU animated crowd + simple DOF + PSSM + SSAO humanoid demo:  Maybe I'll make that game scene (with the Wasteland assets from Pietro) later, when I implemented lightning models.
Last edited by HeelX; 04/29/11 22:39.
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Re: SSAO development thread
[Re: HeelX]
#368972
04/30/11 07:19
04/30/11 07:19
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Are the darker areas on the model SSAO only? Looks pretty neat! DOF is overdone though, but I guess it's just to showcase it...
Would love to see that in motion. Looks like it's a pretty action-loaded scene...
Last edited by Germanunkol; 04/30/11 07:20.
~"I never let school interfere with my education"~ -Mark Twain
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Re: SSAO development thread
[Re: Germanunkol]
#368976
04/30/11 07:40
04/30/11 07:40
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Joined: Jul 2001
Posts: 6,904
HeelX
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Are the darker areas on the model SSAO only? Apart from the shadowmapping, yes  I am struggling right now with de- and activating SSAO while attached shaders re-use the still generated depth/normalmaps, but that should be fixed this weekend. I will make two comparison shots later. The action is the same as in the crowd-demo, since I use the exact very same model  but yes, the actors are fighting, running, falling down and idle'ing around. Pretty much going on. DOF is overdone though, but I guess it's just to showcase it It's my first time writing a DOF shader and I wanted to assure that everyone is "seeing" it  DOF is pretty cheap, though (poisson blur on half the screen, blend via depth map from SSAO stage). Animations (though, very fast on GPU) + PSSM are already beating down my fps, SSAO adds it's own little performance decrease, haha..., so on my laptop (I have no mega-power-PC) I have a FPS which is not so.. fast. I will see if I can capture a video this weekend.
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Re: SSAO development thread
[Re: HeelX]
#369666
05/05/11 21:03
05/05/11 21:03
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Joined: Jul 2001
Posts: 6,904
HeelX
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Damn, damn, ****, ****, ****-****!!!  I don't know WHY, but using multi-floating point targets (bmap and target1) and storing the un-normalized depth makes me insane. Yes, it works here. And there. And there. And look, there too!!! But then Superku comes and proves me that his card is totally insane and produces garbage  I think I will switch back to my previous, working 888->FP encoding scheme. ****!
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Re: SSAO development thread
[Re: HeelX]
#373791
06/12/11 22:48
06/12/11 22:48
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Joined: Jul 2001
Posts: 6,904
HeelX
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Uh, my last post about this is very long ago  ha, but I worked again a bit on it. I decided to drop support of akward cards like the one of Superku. So, depth is now always sampled as floating point render target. I finished today dynamic shader compilation. Yet, I already pass all Lite-C #define's to each shader, and after adding lots of rudimentary #define's and #if's I already got a boost of 9 fps in the white demo (50 -> 59fps) here on my laptop. I even expect more fps gain when I added permutated shader compilation for objects because of removed if statements and then also removed redundant render targets and access to them. Also, you can supress GPU support now if needed (if you have A8), this reduces generated Lite-C code and produces less object shader code (the corresponding technique and VS is skipped then during compilation). An edition check will also disable generated gpu bone code, if you use A8, but have not pro-edition. I'll add now also the possibility to define some shader constants in your Lite-C code, which had to be changed directly in the shader code, for your convenience, like AO passes, blur parameters or certain thresholds (NOTE: this will be done with #define's!); -as well- as to turn off some shader functionalities (like adjustable brightness/darkness parameters) -or- to hard code variables (like camera clipping values or brightness/darkness parameters). Since my efforts are leading towards the possibility of a high customization and resulting, strong optimizations, I will also start now working on a manual, so that you are not getting lost with each new version  I decided that these are the remaining features for v0.6 (maybe begin of July), everything else (see one of my posts above) will come later, for v0.7. Best regards, -Christian P.S: Can anyone please give me a clue how to make a CHM manual like the Gamestudio-manual with the exact same design?
Last edited by HeelX; 06/12/11 23:08.
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Re: SSAO development thread
[Re: TechMuc]
#373849
06/13/11 16:56
06/13/11 16:56
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Joined: Dec 2006
Posts: 1,086 Queensland - Australia
Nidhogg
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Serious User
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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Just keeps better and better, Terriffic shader program HeelX
Windows XP SP3 Intel Dual Core CPU: E5200 @ 2.5GHz 4.00GB DDR3 Ram ASUS P5G41T-M LX PCIE x16 GeForce GTS 450 1Gb SB Audigy 4 Spyware Doctor with AntiVirus
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