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Ancient Gems [graphic demo] #313049
02/27/10 16:01
02/27/10 16:01
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Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Ancient Gems [graphic demo]

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 tongue ):

-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 laugh 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 only

glossy 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 wink

regards,

EDIT1: runs with 30 fps on my GTX285 with all effects (cross eye)

EDIT2: I finally added two videos to my youtube-channel
Last edited by Hummel; 02/28/10 10:28.
40 Comments
Re: Ancient Gems [graphic demo] [Re: zeusk] #313208
02/28/10 11:10
02/28/10 11:10
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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added the link to my youtube-channel where ein uploaded two vids

Re: Ancient Gems [graphic demo] [Re: Hummel] #313218
02/28/10 12:54
02/28/10 12:54
Joined: Nov 2008
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the_clown Offline
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Now THAT is amazing...
First of all, it really looks cool, and shows that A7 can at least handle one scene of such quality.
What I'm now interested in, is there ANY possibility of optimizing these shaders and effects to run in larger scenes and levels at an acceptable frame rate in the near future?

Re: Ancient Gems [graphic demo] [Re: the_clown] #313222
02/28/10 13:16
02/28/10 13:16
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
Originally Posted By: Hummel
You have to differentiate between the effects when deciding wich can be used in a game - f.i. you shouldnt replace all you point lights by spherical lights and the cook-torrance should also not be used for many lightsources at least not in that unoptimised version, but the HDRR, Tonemapping and Bloom are fast enough.

so wich effect do you mean?

Re: Ancient Gems [graphic demo] [Re: Hummel] #313231
02/28/10 13:48
02/28/10 13:48
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
I'd love to see that demo with my amBx plugin laugh

Re: Ancient Gems [graphic demo] [Re: Hummel] #313234
02/28/10 13:54
02/28/10 13:54
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the_clown Offline
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Originally Posted By: Hummel
Originally Posted By: Hummel
You have to differentiate between the effects when deciding wich can be used in a game - f.i. you shouldnt replace all you point lights by spherical lights and the cook-torrance should also not be used for many lightsources at least not in that unoptimised version, but the HDRR, Tonemapping and Bloom are fast enough.

so wich effect do you mean?


Mhm, basicly the combination of all.
Particulary the lighting combined with the relief mapping and the ones u mentioned.

Re: Ancient Gems [graphic demo] [Re: the_clown] #313235
02/28/10 14:02
02/28/10 14:02
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Posts: 2,252
@PadMalcom: that would be indeed awesome grin

@clown: As I said the spherical lights are not fast enough to replace point lights but you could probably used one or two in special situation f.i. for a sun in a space shooter or something like this. The extra blend between ground and other objects is something you dont need in you game independent of the fact it is slow.

Re: Ancient Gems [graphic demo] [Re: Hummel] #313236
02/28/10 14:07
02/28/10 14:07
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the_clown Offline
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Hmm... I see...
Too bad. grin

Re: Ancient Gems [graphic demo] [Re: zeusk] #313256
02/28/10 15:10
02/28/10 15:10
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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take me down to the paradise c...
OH MY GOD, This is so fu***** awesome!
It's official, you rule! grin

Re: Ancient Gems [graphic demo] [Re: Cowabanga] #313261
02/28/10 15:15
02/28/10 15:15
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
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Enduriel Offline
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Enduriel  Offline
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Posts: 133
Sweden, Stockholm
Looks aswesome laugh Congrats and good job on this =]

I have a question though, what's the difference between your spherical lights and a point light with linear/quadratic/cubic attenuation?

Best regards Endu.

Re: Ancient Gems [graphic demo] [Re: Enduriel] #313263
02/28/10 15:24
02/28/10 15:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
The light from a point light source comes from a single 3d coordinate, spherical lights however use a sphere volume as light source - take a look at the pics I linked below my post where just des diffuse and specular part is shown.
Even when the centre of the sphere is underneath the surface the peak still illuminates the environment and also the specular part is a correct reflection of the sphere or of the part wich can be seen.

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