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Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Dark_samurai] #224251
08/29/08 10:22
08/29/08 10:22
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Looks really good!
Please don't exaggerate the list of features!
Ambient Occlusion can be baked, at least, as long the things are not movable.

If this works with one light and many models with a good fps rate, you already achieved a lot!

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Dark_samurai] #224370
08/29/08 19:27
08/29/08 19:27
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Originally Posted By: Dark_samurai
Looks like a Crysis level laugh


Lol, no it doesn't, but it's still looking very very good.


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: PHeMoX] #224423
08/30/08 00:30
08/30/08 00:30
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
do you still do some stuff in a plugin? what exactly do you need the plugin for?

i started to work a bit on my pssm project again. i try to do everything without any plugin but i continuously run into problems where i don't know if it's my fault or not. shader projects can be such a pain to debug. smile

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: ventilator] #224428
08/30/08 01:28
08/30/08 01:28
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Thanks for all your comments smile

Dark_samurai, I don´t plan to do indoor shadows at the moment. There are different problems and different solutions, thus it is a completely different project. I will may give it a try as well, but that has some time.

Pappenheimer, I ofcourse don´t add Ambient Occlusion before I am done with the shadow and probably not even then. I just think that there is some depth missing when looking at those screenshots.

ventilator, I am still using my plugin but I don´t think that it is needed. I am only calculating my matrices in there and am passing them to my material matrix and I also have a simple function in there to pass an "endless" number of vectors and matrices to a shader.
What I am curious about is how you are choosing on which depthmap to do the lookup. Are you using several passes or a one pass approach like this: http://blog.makingartstudios.com/?p=8
I am currently trying to get it done in one which should work quite well with a depthmap, I just had to do a lot of other thing so I didn´t really succeed yet-.- I did it with if else previously and got rid of them now, but at the moment it causes the wrong depthmap to be used when looking down... The other four things I am still missing are some kind of "deep slope bias", to get rid of the vsm artefacts on some edges, to get the sky to be completely not shadowed and some culling for better fps, with which jcl has to help me...
And I still can´t get rid of the problem with 1024*1024 textures... 512*512 and 1600*1200 are btw working fine-.-

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #224432
08/30/08 01:49
08/30/08 01:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
with your 1024x1024 problem it might be the same type of issue that happens with the a6 comm or< r2t.dll, if the render target is not either smaller than, or in the same ratio as the current resolution it will cause an error. not sure if thats it but just a thought.

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #224433
08/30/08 01:49
08/30/08 01:49
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
this is something I would pay money for if you manage to get the frame up a bit.
Very nice work.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #224435
08/30/08 01:56
08/30/08 01:56
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
yes, i use one pass with ifs. i have to look if this can be done in a better way. thanks for your link! it seems to be interesting.

1024*1024 works for me if i set up a new depth buffer with bmap_zbuffer(). strange that this doesn't work for you. what graphics card do you use?

your project is more advanced than mine. i don't know much about vsm or lispsm yet. at the moment i just want to get my simple pssm a bit more optimized and then experiment with different filtering methods.

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: ventilator] #227668
09/15/08 16:31
09/15/08 16:31
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
User
not_me  Offline
User

Joined: Sep 2005
Posts: 508
Texas
will this be for a6 or a7 or both?


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: not_me] #227681
09/15/08 18:07
09/15/08 18:07
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
It will be Lite-C only and should be used with A7.5 and above.

ventilator, sorry that I didn´t answer earlier... I´ve got a 8800gts 640mb.

I am of course still working on this, but I have currently less time and am still trying to get rid of artefacts and to blurr the shadows. Blurring turned out to be a lot harder than I expected, I can blur the depthmaps for VSM, but the performence gets somehow very bad then. Some more advanced PCF in one pass is even slower and both techniques especially PCF have problems with "surface acne". Sure it can be tweaked with a bias, but that is not really perfect.

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #229015
09/23/08 22:57
09/23/08 22:57
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
E
Enduriel Offline
Member
Enduriel  Offline
Member
E

Joined: Aug 2008
Posts: 133
Sweden, Stockholm
NOT that i'm a shader/engine guy who knows how everything works, but would it maybe help taking some ideas of how CryTek did it for crysis? :P

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