Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (ozgur, TipmyPip, AndrewAMD), 1,209 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rate Thread
Page 4 of 5 1 2 3 4 5
Ancient Gems [graphic demo] #313049
02/27/10 16:01
02/27/10 16:01
8 Images
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
Expert
Ancient Gems [graphic demo]

Hi,
I want to show you what I was working on for the last weeks.
It´s 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: FBL] #313280
02/28/10 16:17
02/28/10 16:17
Joined: Jan 2009
Posts: 76
V
V_Software Offline
Junior Member
V_Software  Offline
Junior Member
V

Joined: Jan 2009
Posts: 76
looks awesome, good work!

Re: Ancient Gems [graphic demo] [Re: V_Software] #313366
03/01/10 00:08
03/01/10 00:08
Joined: Mar 2004
Posts: 92
Dresden
Revo Offline
Junior Member
Revo  Offline
Junior Member

Joined: Mar 2004
Posts: 92
Dresden
looks veeeery awesome, i agree!

know i must find a way that you come to dresden and give me a course in shaderprogramming (i'm just reading into it...) laugh


-----3d Gamestudio Commercial---------
Vers. 7.8
Focus on Gaming
Re: Ancient Gems [graphic demo] [Re: Revo] #313397
03/01/10 11:08
03/01/10 11:08
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Then you might be happy to know that he lives quite close to you, somewhere around Dresden... wink

Re: Ancient Gems [graphic demo] [Re: Slin] #313576
03/02/10 11:09
03/02/10 11:09
Joined: Jul 2009
Posts: 7
Z
Zesus Offline
Newbie
Zesus  Offline
Newbie
Z

Joined: Jul 2009
Posts: 7
looks great man, i didn't understand most of the stuff you're talking about but i got one question

is there any relief mapping shader for 3dgs or you wrote it yourself ? cuz I've been searching for any Surface displacement or relief shader

Re: Ancient Gems [graphic demo] [Re: Zesus] #313584
03/02/10 12:59
03/02/10 12:59
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
Serious User
achaziel  Offline
Serious User

Joined: Jan 2007
Posts: 1,565
innsbruck, austria
@ zesus: mostly, the shaders are written by the users themselves. and just requesting them won't really work, as long as you don't offer anything in return. as far as i know, those things aren't that easy to script. but then again, i'm not a programmer myself. just guessing.

@ topic: looks awesome, but what about the framerate? don't get me wrong, it's simply amazing, but would it run smoothly in a bigger game or on an older machine?


Yeah, but... Who is Lu?
Re: Ancient Gems [graphic demo] [Re: achaziel] #313615
03/02/10 15:21
03/02/10 15:21
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
hammerhart krass! das video zeigts ers so richtig. wow

Re: Ancient Gems [graphic demo] [Re: ello] #313620
03/02/10 15:29
03/02/10 15:29
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
Expert
Hummel  Offline OP
Expert

Joined: Mar 2006
Posts: 2,252
@achaziel:

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.


Originally Posted By: Hummel
@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 your game independent of the fact it is slow.


wink

Writing the effects is (mostly) not the problem, but complex rendering systems can´t be easily implemented in a general way.

Re: Ancient Gems [graphic demo] [Re: Zesus] #313626
03/02/10 15:49
03/02/10 15:49
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
@Zesus:
With GS there are at least two parallax shaders included.
I don't know which version of A7 you got, but in the GS folder there is in the projects folder a folder called shadertests. Start the shaderTest.c and try the sliders at the left to 'scroll' through the different settings.

Re: Ancient Gems [graphic demo] [Re: Pappenheimer] #313634
03/02/10 16:45
03/02/10 16:45
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
Serious User
achaziel  Offline
Serious User

Joined: Jan 2007
Posts: 1,565
innsbruck, austria
@ hummel: ah, got it. sorry, been in school and - frankly put - too lazy to read the opening post.


Yeah, but... Who is Lu?
Re: Ancient Gems [graphic demo] [Re: FBL] #313856
03/04/10 00:47
03/04/10 00:47
Joined: Oct 2009
Posts: 11
Y
Yaz90 Offline
Newbie
Yaz90  Offline
Newbie
Y

Joined: Oct 2009
Posts: 11
I love it, did you also create the artwork and all the textures used? If yes then i'm even more amazed tongue

Page 4 of 5 1 2 3 4 5

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1