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Re: What are you working on? [Re: Machera] #425820
07/11/13 11:30
07/11/13 11:30
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Bavaria, Germany
Kartoffel Offline
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I'm making good progress with rewriting my deferred rendering pipeline.

I just implemented a modified version of slins hexagonal blur to make a depth of field effect:



...and compared to my old rendering pipeline it runs ~3x faster.


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Re: What are you working on? [Re: Kartoffel] #425821
07/11/13 11:52
07/11/13 11:52
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Mainz
oliver2s Offline
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Looks very impressive! Does it support 32 bit textures (e.g. windows, vegetation,...)?

Re: What are you working on? [Re: oliver2s] #425846
07/11/13 14:37
07/11/13 14:37
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sivan Offline
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I don't really like dof blurring, like in shade-c (I started my shade-c exploration by removing it), but it is much smoother, I mean better laugh I saw only one fps game where it looks really cool on outdoor scenes, but don't remember its name...


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Re: What are you working on? [Re: sivan] #425847
07/11/13 14:50
07/11/13 14:50
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Kartoffel Offline
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thanks laugh

@oliver: the pipeline is a deferred rendering (only opaque) and forward rendering (opaque + transparent) hybrid so yeah it works but only with ugly lighting grin

@sivan: some current games (mostly AAA) have pretty good dof ;D
But in older games it was just annoying in the most cases

Last edited by Kartoffel; 07/11/13 19:13. Reason: typo

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Re: What are you working on? [Re: Kartoffel] #425848
07/11/13 14:54
07/11/13 14:54
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sivan Offline
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yes it was a recent AAA, and it was not really classical blurring, something more picturesque


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Re: What are you working on? [Re: Kartoffel] #425850
07/11/13 15:23
07/11/13 15:23
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mk_1 Offline

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Originally Posted By: Kartoffel
I'm making good progress with rewriting my deferred rendering pipeline.

I just implemented a modified version of slins hexagonal blur to make a depth of field effect:



...and compared to my old rendering pipeline it runs ~3x faster.

Looks pretty good. I like it


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Re: What are you working on? [Re: Kartoffel] #425861
07/11/13 20:15
07/11/13 20:15
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HeelX Offline
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Originally Posted By: Kartoffel
I just implemented a modified version of slins hexagonal blur to make a depth of field effect
Where do I find that?

By the way, nice pics!

Re: What are you working on? [Re: HeelX] #425865
07/11/13 21:18
07/11/13 21:18
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Kartoffel Offline
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Re: What are you working on? [Re: Kartoffel] #425879
07/12/13 08:09
07/12/13 08:09
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Originally Posted By: Kartoffel
@oliver: the pipeline is a deferred rendering (only opaque) and forward rendering (opaque + transparent) hybrid so yeah it works but only with ugly lighting grin


How does other deferred pipelines handle this problem? As far as I know CryEngine3 (Far Cry 3), GTA 4, Skyrim and many other uses this technique.

Re: What are you working on? [Re: oliver2s] #425881
07/12/13 08:22
07/12/13 08:22
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Budapest
sivan Offline
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I decided to totally rewrite shade-c 0.91 object shaders to be really compatible with 3dgs material settings (specular did not work at all), and to work fine with dynamic lights. finally, everything is okay now: map entities, models, vertex animated trees, and multitextured terrains with or without lightmap.
terrain got a simple per pixel lighting option because vertex based dynamic lights can look very ugly (but slightly slower). they are my first own made shaders laugh only the shadowmapping calculations are kept (but corrected too):


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