Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (Edgar_Herrera, VoroneTZ, Akow), 973 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 7 of 8 1 2 3 4 5 6 7 8
Re: Papers about Rendering Techniques [Re: sivan] #431268
10/12/13 13:28
10/12/13 13:28
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Yes, works quite good.

Re: Papers about Rendering Techniques [Re: oliver2s] #432550
11/07/13 22:30
11/07/13 22:30
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Found a nice little collection of test scenes: http://graphics.cs.williams.edu/data/meshes.xml (there are also commonly used images for postprocessing effects and such)

And I think the Global Illumination using radiance hints paper is missing in the GI links. The technique seems to create good (although quite low res) results, is fully dynamic and I have hopes that it could actually be used for games: http://graphics.cs.aueb.gr/graphics/docs/papers/RadianceHintsPreprint.pdf
There is also the presentation: http://www.highperformancegraphics.org/previous/www_2011/media/Papers/HPG2011_Papers_Papaioannou.pdf

The only real alternative seems to be voxel cone tracing, with the big disadvantage, that it needs the precomputed voxel data (which one can update in realtime, but preferably only for dynamic things close to the camera, at least that is what unreal engine 4 does according to some paper, which is probably already in hummels post).

To support many lights I am currently quite a fan of clustered shading, which splits the viewfrustum in tiles and adds the depth also. The disadvantage is, that you get many small frustums for which has to be checked which light is visible, but there are some approaches to make it fast (my current brute force approach isn´t with about 25ms :P). The big advantage over tiled shading (the same without the depth part, but instead restricted to the actual visible lights) is, that the min max check is not needed for a good performance in complex scenes. The problem with it is, that it needs the scenes depth before the final rendering with lights AND it has to read the data on the cpu for the same frame, which is a serious cpu stall, especially with multithreaded opengl and double buffering, as it not only renders the depth there but also finishes rendering the lighting of the previous frame.
There is some nice presentation on clustered lighting on this page called "Practical clustered deffered and forward shading": http://advances.realtimerendering.com/s2013/

Re: Papers about Rendering Techniques [Re: Slin] #432551
11/08/13 00:41
11/08/13 00:41
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Thanks for the model repository!


Visit my site: www.masterq32.de
Re: Papers about Rendering Techniques [Re: MasterQ32] #432673
11/11/13 11:04
11/11/13 11:04
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
That's sweet, thanks!

Re: Papers about Rendering Techniques [Re: Hummel] #437684
02/22/14 19:27
02/22/14 19:27
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
This update took me over 2 hours 35 minutes and 58 seconds. :\

Re: Papers about Rendering Techniques [Re: Hummel] #437687
02/23/14 00:16
02/23/14 00:16
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Thanks! Awesome list is awesome!


Visit my site: www.masterq32.de
Re: Papers about Rendering Techniques [Re: MasterQ32] #438273
03/11/14 11:33
03/11/14 11:33
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
This is genius: http://jcgt.org/published/0002/02/09/paper.pdf
An extremely simple approach on order independent transparency with good quality.
This is a blog post about it with some videos: http://casual-effects.blogspot.de/2014/03/weighted-blended-order-independent.html

Re: Papers about Rendering Techniques [Re: Slin] #438597
03/18/14 12:53
03/18/14 12:53
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
This one is from 2007 when the unified shader pipeline was still new, graphics cards switched from vector processors to scalar processors and geometry shaders had been introduced (seriously, this was 7 years ago and here people are still behaving as if shaders were some crazy new stuff...). However, the article is about optimizing shaders for that hardware, offers some really interesting insights and while most things aren´t as critical anymore, most are still relevant.
http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf

Re: Papers about Rendering Techniques [Re: Slin] #445447
09/09/14 16:59
09/09/14 16:59
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Update.

Re: Papers about Rendering Techniques [Re: Hummel] #445453
09/09/14 21:50
09/09/14 21:50
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Thanks for the update, Hummel! I am looking for an easy/fast refraction/glass shaders, have you any papers on that? If possible, DX9/SM3 wink

Page 7 of 8 1 2 3 4 5 6 7 8

Moderated by  checkbutton, mk_1 

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