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Re: A7ITUDE: reflections
[Re: HeelX]
#452587
06/17/15 21:10
06/17/15 21:10
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Joined: Jul 2001
Posts: 6,904
HeelX
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OP
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Joined: Jul 2001
Posts: 6,904
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I refactored the Light Frog code from 11.311 LOC down to 3.248 LOC, sacrificing just cookies (don't need them), glow + tonemapping (things I'll do myself), ambient probes (don't need them), pipeline rebuilding (will be added later again) and model normal maps (I don't need them) ... and still not finished yet. I plan to merge the lighting with pre-calculated lightmaps, Unity style. Directional sunlight (blueish) + Point light (red) + Spot light (green)
Last edited by HeelX; 06/17/15 21:22.
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Re: A7ITUDE: reflections
[Re: HeelX]
#453556
07/31/15 22:37
07/31/15 22:37
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Joined: Jul 2001
Posts: 6,904
HeelX
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Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Re: A7ITUDE: reflections
[Re: HeelX]
#453566
08/01/15 08:39
08/01/15 08:39
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Joined: Jun 2014
Posts: 121
FEL
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Member
Joined: Jun 2014
Posts: 121
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PSSM 3 shadows? Is it working on different perspectives?
Dat AA?
FEL - Lead Game Designer & Core Developer
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Re: A7ITUDE: reflections
[Re: FBL]
#453647
08/05/15 17:23
08/05/15 17:23
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Joined: Jul 2001
Posts: 6,904
HeelX
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nice job. you could easily turn your VSM into ESM Have you something as reference? I am still in the stage of integration, but if there is a huge speed up opportunity, why not? I have no idea what you're talking about... VSM = Variance Shadow Mapping ... Variance shadow maps (VSM) replace the standard shadow map query with an analysis of the distribution of depth values. VSM employs variance and Chebyshev’s inequality to determine the amount of shadowing over an arbitrary filter kernel. Since it works with the distribution and not individual occlusion queries the shadow maps themselves can be pre-filtered. This is novel, and allows for very fast soft shadowing with very large filter kernels. http://developer.download.nvidia.com/SDK...adowMapping.pdfHowever.. this is also very new to me.
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Re: A7ITUDE: reflections
[Re: HeelX]
#453651
08/06/15 06:34
08/06/15 06:34
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Posts: 3,150
Budapest
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Have you something as reference? yeah, of course in MapBuilder. my contest version contained VSM, later I changed to ESM by modifying it, not totally rewriting. the new version code is more clear, the contest version was really messy.
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