The reason i love the new stages feature

Posted By: BoH_Havoc

The reason i love the new stages feature - 12/11/07 21:41

Well, i got access to the beta forum yesterday and immediately started fumbling around with the beta, especially the stages feature. First i created a simple bloom shader, just for testing. But we all know bloom by now and there are lots of examples floating around for it (However you really have to mention it's a lot easier now and more user friendly). So i revisited a Depth of Field example of mine i created some time ago using Sylex 3. After some minutes i deleted the whole thing and started from scratch. Well, this is what i came up with after 1 hour of work:





I really have to say, it's pure fun creating post processing effects now

As for the code: I wont post it yet as it has some flaws (edge bleeding, no focal plane, not user friendly, etc). But fear not, I'm getting myself shaderx4+5 and gpu gems 3 for christmas. So expect some massive shader code from me during x-mas holydays I'm thinking about a neat DoF effect with dynamic focus support. That should look kinda cool (speaking of the wow-effect )

For the fps-nerds: I get ~130fps in window mode and ~86fps in fullscreen @ 1024x768. The models shown use a specular-bump-environmentmapping-luminance-thingy shader ( sorry i don't know how to describe it. It's a little from everything ) and the blur for the Scene gets rendered to a 160x120 rtt. The Depthmap comes along at 1024x768.

Did i mention i love the new stages? Well, i do!

Have a nice day everyone
Posted By: Slin

Re: The reason i love the new stages feature - 12/11/07 21:53

It looks very nice and hey I love that feature too
Posted By: Nems

Re: The reason i love the new stages feature - 12/11/07 21:56

WOW and yes, dont forget us FPS nerds

Is it pro version stuff your working with or commercial?
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/11/07 22:07

Nems: Sry forgot to mention, I'm using A7 Com for this.

Slin: I think if you are into shader programming, you just have to love them
Posted By: achaziel

Re: The reason i love the new stages feature - 12/11/07 22:50


Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/12/07 03:56

Got rid of edge bleeding.
Implemented Focal Plane.





OHMIGOD! IT'S FULLY DYNAMIC!

good night
Posted By: Poison

Re: The reason i love the new stages feature - 12/12/07 06:00

FULLY DYNAMIC AND AWESOME HOLY ..... !!!!
Damn very very good work.

Cheers

Poison Byte
Posted By: Pappenheimer

Re: The reason i love the new stages feature - 12/12/07 10:00

*gasp* That's truly nice!
Posted By: ello

Re: The reason i love the new stages feature - 12/12/07 10:09

thats great, how did you get rid of the edge bleeding?
Posted By: Michael_Schwarz

Re: The reason i love the new stages feature - 12/12/07 12:57

Seriousely! I want this! NOW!
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/12/07 16:47

ello: The trick is to render to depthmap to the alpha channel and not the rgb channel. The alpha channel is 24Bit whereas the rgb channels are 8 bit each. You might want to have a look at this paper:
http://ati.amd.com/developer/gdc/Scheuermann_DepthOfField.pdf
I didn't get their depthmap shader to work, so i wrote my own. As for the DoF shader example: 0.5 values in the depthmap are sharp, anything above or below 0.5 will be blurred. Just thought i should tell you, as it gave me some headaches until i realized it.
However this shader isn't perfect from what i can tell. A good improvement would be to dynamically blur the depthmap if the values are above or below a certain value. That way focused objects would stay sharp and unfocused objects would be even more blurry and won't have hard edges (They don't have hard edges all the time, but for some depthalues they have).

the others: thanks, i'm glad you like it However don't expect this shader to be released before christmas. There's still some things i want to improve. I also have another project I'm working on which is more important right now, so I wont be working on DoF 24/7

Oh yeah: Got autofocus to work. You look at an object and it becomes sharp. I think this shader would be great for machinima projects once it's finished.
Posted By: Helghast

Re: The reason i love the new stages feature - 12/12/07 20:15

wow! If you release this shader i might just have to be forced to go and Buy A7 :O
Please, keep us posted!

regards,
Posted By: proteK

Re: The reason i love the new stages feature - 12/12/07 21:40

very n1 work, i hope you give the code or an example to the community,:-)
Posted By: frazzle

Re: The reason i love the new stages feature - 12/14/07 19:02

That is why I'm planning to buy A7 comm.
In general, it more flexible than its predeccesor.

Cheers

Frazzle
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/26/07 22:06

Well, christmas is over. I got my books...and started playing around immediately

Volumetric fog/clouds/fire/explosions


things to do:
- create a noise map through shaders and apply it to final result to add detail.
- Get rid of three nasty seams i get when downsampling the image

mockup:



High Dynamic Range Rendering (weeeee~)
Looking directly into the sun:


Looking away from the sun (same camera position):


to do:
dynamically adjust gamma of the bloom effect, simulating the human eye getting used to overbright areas.

As for the DoF effect:
Runs much faster now. I realized i didn't correctly applied downsampling and always passed the full sized image to the shader instead of a downsampled image (1/16 of the original scene).

I don't know how moch more work i will put into this stuff at the moment as i have to finish some things till the end of january. So don't expect too many updates. But i think i will work some more on these till the end of the year. Maybe I'll get it finished, we'll see

Well, anyway: Hope you like it!

[edit] I'm working on a tft with a baaaaad colorscheme/brightness at the moment and therefor don't know if the used values for the shaders look good on "normal" tfts/crts. Sorry for that
Posted By: Stansmedia

Re: The reason i love the new stages feature - 12/26/07 23:44

Nice man! It would be pretty cool if you sent out a trace from the camera, and focus the blur based on what the camera is pointed at (or where the trace hits... same thing i guess). It would be like your actually looking at stuff.
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/27/07 00:01

Quote:

It would be pretty cool if you sent out a trace from the camera, and focus the blur based on what the camera is pointed at (or where the trace hits... same thing i guess). It would be like your actually looking at stuff.




Already implemented

Quote:

Oh yeah: Got autofocus to work. You look at an object and it becomes sharp. I think this shader would be great for machinima projects once it's finished.



Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/27/07 03:27

Tried to combine the dof and hdr effect. Didn't took to long as i already had that planned, here's the result:



Both DoF and HDR are using 3 blurrpasses now instead of only 2. The scene gets blurred by a boxblur first (1 pass) and then by a gaussian blur (2 passes). This results in a much smoother look. The impact on framerate isn't that high as i'm using correctly downsampled images now.
All in all this scene runs at ~290 fps with a resolution of 1024x768.

Again, i'm sorry if the colors/gamma/saturation doesn't look good on the picture. I'm still working on that ****** tft. And that won't change till the second week of january. So bare with me
Posted By: frazzle

Re: The reason i love the new stages feature - 12/27/07 15:21

Quite impressive features

Cheers

Frazzle
Posted By: lostclimate

Re: The reason i love the new stages feature - 12/27/07 15:49

What are your computers specs?
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 12/27/07 17:57

AMD Athlon X2 4200+
Geforce 7800GT
2GB RAM
Win XP Prof Sp2

HDR has nearly no effect on the framerate (i get ~550 fps). DoF comes along at ~360 fps. I think i have to do some optimizing lateron to boost performance when combining both.

btw: I think i got volumetric light/sunbeams to work. However it will only work for the sun/outdoor levels. I will post some screens soon.

cheers
Posted By: lostclimate

Re: The reason i love the new stages feature - 12/27/07 21:49

wow, nice framerate then
Posted By: Pappenheimer

Re: The reason i love the new stages feature - 12/27/07 22:14

"simulating the human eye getting used to overbright areas" - and vice versa!
Can't wait for that!
When you achieved that, I would like to see the HDR within a picture with a high range of different brightness, if you don't mind.
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 01/24/08 18:45

Some new stuff:

Real time Ambience Occlusion. Still very wip, but hey, after 4 hours of work this is kinda nice




It's done by using a depthmap and lots of shadercode. Sooo...if you want to include this in your scene, just include the shader stuff and you're set. You don't have to create special maps for your models or anything else for this to work

Well, hope you like it

[edit] hums along at ~180-200 fps. Nothing has been optimized so far so i'm really looking forward for the final thing...this could actually turn out usefull
Posted By: Poison

Re: The reason i love the new stages feature - 01/24/08 19:17

like you said its still WIP, but it looks very impressive

Cheers

Poison
Posted By: Machinery_Frank

Re: The reason i love the new stages feature - 01/24/08 19:19

This is a fantastic start!
Posted By: Ready

Re: The reason i love the new stages feature - 01/24/08 19:26

Wow thats a great start
I so hope you'll make this a user contribution
Posted By: frazzle

Re: The reason i love the new stages feature - 01/24/08 19:56

The title says it all
Great work BoH_Havoc !!

Cheers

Frazzle
Posted By: ello

Re: The reason i love the new stages feature - 01/24/08 21:05

cool! i wonder how you prevent the depth bleeding and how dou you get that noizy look?
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 01/25/08 01:33

small update:
ao is much finer now and more edges are being detected. I'm still not satisfied though, there has to be a better way.

no textures


with textures


textures, no ao



As for contibuting this shader: Well yes i will. However you will have to buy it for 10-15€ (15€ max, i'm still thinking about this). You will get a pack with bloom,hdr,dof,volumetric particles, volumetric sunlight,ao and other stuff. Its made for beginners so all you have to do is include a file and call a function to set up your effects, thats all. e.g. s_dof(1,vector(100,50,200)) will enable dof with a near plane of 100 quants, a focal length of 50 quants and a far plane of 200 quants.
However this still needs work, i might get it finish till the end of february, we'll see

ello: the ao shader uses 1 texture. It's rgb channel contains the level shaded without textures and has vecViewPos as lightsource. It's alpha channel contains the depth. Now in the shader i do some edge detecting for the rgb and alpha channel. Finally i substract the alphachan-edges from the rgbchan-edges. That's basically it. The rest is done by a gaussian blur. Oh and for the noise: i simply created a noise texture, passed it to the shader and multiplicated it with the final result. All in all the shader is very simple (and i guess that's the main reason the result doesn't look thaaat pretty ).
As for the content of the rgb channel: i know this is not the way to go. There really has to be a better way to get the positions of all hard edges of the scene. Maybe flat shading could do the trick, but belive it or not, i have no idea on how to archive flat shading without unbreaking the model. If you have any ideas, just pass them along and win a free copy of the shaderpack

Well then, thank you all for the nice words, i appreciate it
Posted By: JibbSmart

Re: The reason i love the new stages feature - 01/25/08 02:56

are you using A7? when lite-C can be compiled into dll's it should be a lot easier to sell code while minimizing the chances of it getting ripped open and spread all over the place.

your scene looks nicer without the AO what does it look like without the noise?

julz
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 01/25/08 03:07

Without the noise




I didn't realize ello is also working on a ssao shader. Check it out, it's totally awesome! http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/813255/an/0/page/0#Post813255
Posted By: Joozey

Re: The reason i love the new stages feature - 01/25/08 11:26

If it's well documented with demo's and screenshots, I'd definately buy the pack.
Posted By: Samb

Re: The reason i love the new stages feature - 02/23/08 11:23

any news? :]
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 02/24/08 02:02

Still working on it

Volumetric Particles need some more work, too.
HDR,Bloom,DoF and volumetric sunlight is finished.
I think i need another 2 weeks for getting everything to work the way i want and write a manual+demo. There are also 2-3 other effects i would like to try out. If they work out i will post some pics.

I'll let you know when i finished it all
Posted By: ventilator

Re: The reason i love the new stages feature - 02/24/08 02:08

your ambient occlusion looks more like a mold infestation. i like your shader work though. especially the depth of field effect.
Posted By: William

Re: The reason i love the new stages feature - 02/24/08 08:47

I'd definitely buy this pack. I'm looking for a DOF effect that works alongside Bloom or HDR. I also hope it takes into account different resolutions, camera arcs, and is really adjustable in the blur, and what distance the blur occurs and the such. It'd be nice if there were also a simpler DOF/Haze effect where it just blurs the screens background as a whole. Kind of like a heat haze(blurrier the further away from camera). Screenshots look great though.
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 02/24/08 14:55

Quote:

your ambient occlusion looks more like a mold infestation.




Exactly what i think. Thats one of the reasons i didn't realease the pack yet. I'm still working on the ao shader, so it actually looks like ao.

Quote:

I also hope it takes into account different resolutions, camera arcs, and is really adjustable in the blur, and what distance the blur occurs and the such.




It does and yes you can adjust blurriness/focalplane/etc

Quote:

It'd be nice if there were also a simpler DOF/Haze effect where it just blurs the screens background as a whole




I created a simpler DoF effect and it will be included in the pack. It has strong edgebleeding however. But you could use this when the player gets hit or walks through fire or something.
Or do you mean a shader with just 0 and 1 as values? So an objects either gets totally blurred or stays totally sharp? (I think crysis uses such a shader when you aim at something with your weapon. Only the weapon stays sharp an the rest gets all blurry)

Thanks for the feedback
Posted By: William

Re: The reason i love the new stages feature - 02/24/08 22:12

I was thinking of something more like in the desert where the distance becomes a haze. Here is some examples:

http://www.gamespot.com/gamecube/driving...ag=images;img;1

Nintendo uses this in most of their games. Take a look at the distance in the screenshots, it's slightly blurred. Basically the farther away from the camera, the more blurry the world becomes. I don't think it's DOF as everything near the camera, no matter where, stays clear(no focal point ect.). And I don't think the blur depends on the objects origin compared to the camera either, as the ground becomes blurred in the distance too.
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 02/27/08 13:02

Oh i see. Well i think that should be easy to create. I'll give it a go.

In other news i decided to make the pack available for free. I don't know if i could get the buyers much customer support if something isn't working, as i'm working on 2 other projects (both are big ones, one is commercial). So as i may not have the time to solve your problems with this pack, its for free. As it will be "open source" i hope people will help each other.
I also kinda want to thank Conitec with this. If this pack works out the way i planned it, Conitec could add HDR,Bloom,DoF,volumetric particles and ambience occlusion support to the A7 feature page. Well, thanks Conitec for this nice piece of software of yours. It may have flaws, but then again i don't know a software that is perfect

Enjoy and stay tuned!
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 03/06/08 21:48

I needed a break from the ssao shader. So i had a look at nvidia's shader site, played around a bit and then came up with a quite nice looking skin shader (well, at least i think it looks kinda nice ^^):

high poly:


low poly:



I already stated this in another thread:
If i can't get the ssao shader done in the next weeks, i will at least release the rest of the shaderpack for you to play around with.
Posted By: William

Re: The reason i love the new stages feature - 03/07/08 00:01

Yeah, that does look really nice. Looking forward to what you release.
Posted By: xXxGuitar511

Re: The reason i love the new stages feature - 03/07/08 08:44

Artificial SSS?
Posted By: frazzle

Re: The reason i love the new stages feature - 03/07/08 19:54

Great found, fits perfect

Cheers

Frazzle
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 03/13/08 02:36

Played around some more. Made some optimizations. Adjusted values.
Here's the new result:





Quote:

Artificial SSS?




Nah, just playing around with some simple worldspace shaders. I never really gave sss a try. Maybe i will do that in the future
Posted By: Poison

Re: The reason i love the new stages feature - 03/13/08 06:43

AWESOME!!

Looks much better now!

Cheers

Poison
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 03/17/08 01:49

Alright, i gave up on ssao for the moment and started including all shaders in one file and make them work together.
DoF is running flawlessly and i implemented a smooth autofocus instead of an instant one (had lots of fun playing with it and looking at stuff!). HDR works, too, except the automatic brightness. I also converted some more object shaders to 3dgs.

Some screenies:

Final Skinshader:


Velvety:


Carpaint:


Custom Metal Shader made of velvty and skin shader (the backgroundmodel also uses this):






If everything goes the way i want, i will release the shaderpack this week.
Posted By: RAFU

Re: The reason i love the new stages feature - 03/17/08 04:51

Wow these look great. I am not sure if you tested, but would these shaders work in a level with block geometry?
Posted By: frazzle

Re: The reason i love the new stages feature - 03/17/08 19:38

It's a freaky sight but yet very interesting to see the composed effects you applied on the flighing head

Cheers

Frazzle
Posted By: Quad

Re: The reason i love the new stages feature - 03/17/08 19:53

awesome.
Posted By: BoH_Havoc

Re: The reason i love the new stages feature - 03/23/08 18:46

You can grab a first version of the shaderpack here

Quote:

Wow these look great. I am not sure if you tested, but would these shaders work in a level with block geometry?




I think they will work if you compile your level in mesh mode. I haven't tested this though.
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