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Re: What are you working on? [Re: Kartoffel] #418889
03/02/13 20:40
03/02/13 20:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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If you have a project needing such amount of lights and no shaders, good so.

Re: What are you working on? [Re: ratchet] #418891
03/02/13 20:49
03/02/13 20:49
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Germany, BW, Stuttgart
it's not only for more lights. you don't need to rewrite the whole lighting system if you just want some new material with emissive lighting in addition (in a "normal" system you would need to copy all your light code to the new shader)
also your calculation complexity goes from O(n,l) = n * l to O(n,l) = n + l
where n is the object count and l the light count


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Re: What are you working on? [Re: ratchet] #418892
03/02/13 20:55
03/02/13 20:55
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Have you ever tried to put some lightsources (like campfires) on a terrain?
The light limiting is really annoying there.
Also, deferred rendering makes it much easier to use shadow mapping techniques.

The main advantage of deferred rendering is that it's really flexible, fast and shades
all objects with the same techniques / shaders, which results in better performance and
a balanced looking scene.
Another benefit is that deferred rendering is geometry independent.

...and of course it's possible to use any post-processing effects with this. I already
implemented my HDRR pipeline and added screen space reflections.

Last edited by Kartoffel; 03/02/13 20:57.

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Re: What are you working on? [Re: Kartoffel] #418893
03/02/13 21:17
03/02/13 21:17
Joined: Jul 2008
Posts: 1,996
Germany
rayp Offline

X
rayp  Offline

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Germany
Quote:
Have you ever tried to put some lightsources (like campfires) on a terrain?
The light limiting is really annoying there.
This is true. grin


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Re: What are you working on? [Re: rayp] #418895
03/03/13 08:38
03/03/13 08:38
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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...and this is what it looks like fully shaded laugh


(the next thing I'll implement will be ambient occlusion, antialiasing or dynamic shadows)

Last edited by Kartoffel; 03/03/13 08:53.

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Re: What are you working on? [Re: Kartoffel] #418905
03/03/13 12:50
03/03/13 12:50
Joined: Nov 2011
Posts: 274
de
lemming Offline
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lemming  Offline
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de
Very nice, Kartoffel! laugh

What I wonder: How do you place your lights? Setting lightrange or shader materials? Placing in WED?

Re: What are you working on? [Re: lemming] #418906
03/03/13 13:25
03/03/13 13:25
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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They are entities (pointlight = sphere, spotlight = cone).
But you have to use them slightly different.


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Re: What are you working on? [Re: Kartoffel] #418910
03/03/13 15:12
03/03/13 15:12
Joined: Jul 2010
Posts: 282
Germany
J
jenGs Offline
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jenGs  Offline
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Posts: 282
Germany
Are you planning to release the lightning method?
If you implement shadows, I would pay money for this.

Re: What are you working on? [Re: jenGs] #418912
03/03/13 15:32
03/03/13 15:32
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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I'm Not sure if I'll release it. I implemented shadowmapping for 1 light but it still is nothing very special.
Also, if you want to use this ligting techinque I suggest you to use shade-c which has more features and is more efficient.


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Re: What are you working on? [Re: Kartoffel] #419029
03/05/13 10:13
03/05/13 10:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
today I added a basic group avoidance to my pf by area penalty, resulting in less collisions -> less trouble -> better performance:

next is to make a better collision avoidance.


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