The Cuboid Zone

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Any interesting changes or discoveries
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Migi0027
July 26, 2015
Advances in LPV, Volumetric Lighting and a new Engine Architecture
Welcome once again, and thanks for clickin on my journal!
When we think of light propagation volumes we think of awesomeness with a ton of light bleeding, right? Well I do, so I've been trying to limit the amount of light bleeding and I find the current result acceptable without being too hackyish…
3,178 views
Migi0027
July 06, 2015
Cascaded Light Propagation Volumes, VS RC 2015, Retarded Calculators + More stuff
Well, let's begin shall we! ( This article isn't very focused, it's just small notes and such )

======


For a while I've been thinking about working on cascaded light propagation volumes, so I finally did. For now I just have a 64 (detailed) + a 32 ( less detailed ) grid that are filled using the vox…
4,879 views
Migi0027
June 10, 2015
Less bullshit... More code!
The word "bullshit" is probably an exaggeration, although I honestly dislike it like everyone else does ( At least to my understanding ). What I'm talking about is the glorious exams, not university exams just regular high school exams. But that part is over now, and I'm more or less satisfied with…
3,610 views
Migi0027
April 02, 2015
New Shading Model and Material System!
PS: No screenshots this time, just me talking!

I haven't really been active lately because of the glorious exams that are nearing me, but it's still nice to know that it's close to over ( At least this round ).

So as the title says, I've been working on a new shading model that tries to support all …
3,299 views
Migi0027
March 16, 2015
Screen Space Reflections ( SSR ) - CONTINUED ( Aka Improvements )
So I've been working on my screen space reflections (SSR) and have been trying to eliminate artifacts. The next step will be the somehow make it more physically, because currently I just base the strength of the reflection linearly on the roughness ( sorta ).

Sponza Scene ( Yes, again ) ( Oh, and I …
5,371 views
Migi0027
March 14, 2015
Screen Space Reflections ( SSR ) - We must all accept yoshi_lol as our lord and true saviour!
So I finally got a basic implementation of Screen Space Reflections ( SSR ), aside from the fact that its screen space and some artifacts it's actually ok. Now, you may wonder why the title is as following:

"We must all accept yoshi_lol as our lord and true saviour!"



I based my implementation on the …
6,823 views
Migi0027
March 12, 2015
What drives you in whatever you like?
This isn't really an update, it's just me rambling about stuff.

Motivation is awesome, and horrifying, at least I think so. It allows you to completely focus on something for days without thinking twice, or it leaves you staring at the screen thinking "What am I doing with my life...". So how does o…
2,148 views
Migi0027
March 05, 2015
Trees! - And that's about it
This isn't really a new big update, just me talking a bit and showing some pictures.

Well, as the title suggests I wanted to play with trees, to see how my shading model handles vegetation together with GI. Now aside from the performance as I've disabled any frustum culling, the performance is not …
2,846 views
Migi0027
February 28, 2015
Color Grading! - Yay
Another entry!

So something I never got a basic implementation of was color grading, so today I decided to get a rough implementation. There's still lots to work on, its based on the NVIDIA's post complement sample (http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html).

Co…
2,657 views
Migi0027
February 17, 2015
Volumetric Lighting!
So one topic that we all hear over and over is VOLUMETRIC LIGHTING ( caps intended ). Why? Because its so damn awesome. Why not? Because it can get expensive depending on the hardware. So after countless of tries I scrapped the code I've been wanting to shoot then resurrect then shoot again and jus…
2,852 views
Migi0027
February 15, 2015
The beginning of particle simulation
Last Entry: https://www.gamedev.net/blog/1882/entry-2260844-got-new-particle-rendering-up-and-running-simulation-next/

So I got a basic backbones of the simulation system up and running. The simulation happens in a compute shader, and everything just works out, which is great! So to test it out I p…
2,223 views
Migi0027
February 14, 2015
Got new particle rendering up and running ( Simulation Next! )
So thanks to this awesome community I got my particle system up and running using structured buffers. My next step will be simulations with it, my goal is to make my particle simulation in the world entirely GPU based.

GIF:


Thats all, until next time!
2,306 views
Migi0027
February 01, 2015
Beginning on terrain rendering
Terrains are awesome, so therefore I'm trying to mess around with them.

I didnt really need to change anything in my engine because I really dont see any reason to seperate a mesh from a terrain like many engines do. So using World machine to generate a small section of a terrain, I imported the mes…
3,553 views
Migi0027
January 21, 2015
New Editor - 2 Days Progress!
So we all hate manually ajusting positions and such. "Ohh it should be 0.1 to the right, ohh well, better recompile.... Hmm no actually 0.05" and so on... So I decided I wanted to make an editor, or start.

Now I had a great problem, which was the fact that my project was built under the /MT option. …
1,867 views
Migi0027
January 14, 2015
Dont ever use Ez Update for BIOS, Just dont...
So I was an idiot and used Asus Ez update to update a few things, and by mistake selected a new bios. Now the problem is that Ez Update isnt really good for bios updates. Right, so I didn't cancel it in time and it just got stuck on 99%. Now I was really afraid of cancelling the update, because you…
16,855 views
Migi0027
January 01, 2015
Dont let Hieroglyph 3's scene grow!
I finally got my new pc up and running, shes working smooth and quiet with no issues yet. After reinstalling everything, I had some fun with the scene that comes with the Hieroglyph 3 framework, so I added a bunch of plants and grass. This was the result:

Just ignore the red dot and the complete bla…
2,026 views
Migi0027
December 12, 2014
Minour updates
So I'm just going to show off some images of progression, actually its just a minor update as not much has changed, however my DOF is much better. And for some reason SSAO is bugged so its turned off. Also the sponza material file is bugged so I made a few changes.
- I had a sign error in the DOF te…
2,119 views
Migi0027
December 06, 2014
To rewrite, or not to rewrite?
When I first started doing "semi serious" graphics programming, I called it Cuboid Engine, because it sounded cool and my first accomplishment was, well, a cube! So througout the development I was basically just putting lots of things together, and my only concern was:

Does it look pretty, and reali…
2,432 views
Migi0027
November 27, 2014
Found some awesome models - With gifs!
So I've always had a hard time finding any "good" foilage models online, so searching a bit more I found the ( It's most likely not completely legal, but, its good for testing ) TF3DM, and found some awesome tree models.

Result? Eye candy!



Link if anyone is interested:
http://tf3dm.com/3d-model/trees-…
2,039 views
Migi0027
November 23, 2014
Global Illumination - Emmision - With Gifs!
So after a long battle with an invisible enemy, I defeated the evil bug, with some awesome help from the forums! ( kudos to bact and the gd chat! ):

So below theres a gif that shows a mantis ( thats what theyre called right? ) floating. The mantis emits a color without any lighting hitting it, as se…
1,712 views
Migi0027
November 20, 2014
Interleaved Voxel Data - Party time activated!
So I'm working on interleaved voxels, but something went horribly wrong. Instead the voxels started shifted between multiple dimensions at the same time...

Le Result:


Until next time!
1,824 views
Migi0027
November 07, 2014
First try at DOF, its something!
So, I never actually went into depth of field, but its an important part that I always wanted to integrate, but was way to lazy to do it. So I maned up, and did it whilst failing a couple of times. The actual effect is still not very good but its getting there. And as always, the only reason why yo…
1,711 views
Migi0027
November 01, 2014
Better Light Propagation Volumes
In my last entry I described how the interpolation was poor, so I decided to "smoothe" them out. I used the compute shader to "propagate" over the neighbouring cells. This progress was done 10 passes. Below is a comparison between new and old results, the new are much better!


New Results:






Last Result…
2,224 views
Migi0027
October 31, 2014
LPV: Really, after all that time, thats it!?
For a long while I've known theres been a problem when testing for shadow visibility with my voxels during my injection of voxel lighting. But as usual I got too lazy and left it. So I got along with the problem, I called it Steve, I created lots of hackish solutions to mimic the "correct" shadow t…
1,639 views
Migi0027
October 17, 2014
Global Illumination Progress Update
The Global Illumination by Light Propagation Volumes is progressing in a nice way. Even though this is an artifact in a weird way, it still produces a nice result. The surface is too thin for the grid to not capture both sides. But it looks nice.



But not all is good, there's still weird artifacts:

S…
1,800 views
Migi0027
October 13, 2014
CELL - First try at a scripting language
So, before anyone jumps on the "dont make your own language" wagon, I'm only trying this because I thought it would be an interesting challange and it'd be a great oppertunity to understand how other languages work on the inside.

I've attempted it before, but gave up about 20 minutes in, so a few da…
1,487 views
Migi0027
September 26, 2014
Light Propagation Volumes - First Prototype!
Photos at the top! The gallery stuff!
( The photos are ONLY showing the GI, and are oversaturated to show the effect )

This is a very early prototype of my implementation of Light Propagation Volumes. I spent loads of hours on a very simple error, that turned out to be ridiculous:void CE_NAMESPACE::D…
1,884 views
Migi0027
September 04, 2014
A little update - Progressions
Pictures: (because thats why people are here).

PS. Im no artist, so this is programming art, and, some pictures are deliberately oversaturated, the vegetation looks to be different colors, as the diffuse textures are different. In the 3rd image the engine doesnt clear the depth nor normal textures, …
1,952 views
Migi0027
July 04, 2014
First Entry - What I'm doing
Hi fellow GameDev's!

This will be my first journal entry, and my last ( nah, it wont be ), so throughout this journal I'll hopefully post the most interesting developments in my engine or my game.

Just so you're warned, I have absolutely 0 experience in how to write these journal entries, so either i…
1,872 views
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