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 Insomnia Engine
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Cathedral rendered with PRT and HDR

DOF effect

HDR and exponential tonemapping, PRT

HeatHaze effect

Water with reflections and refractions using a fresnel term

Reflections, physically correct refractions and real-time caustics

True volumetric fog

Normal- and Parallax-Mapping, Soft Shadows

These are a few screenshots from a demo called "Insomnia" which a friend of mine and I created for the "Real-Time Rendering"-lab at the Vienna University of Technology. The demo was created using our own OpenGL-engine developed during the last 4 months.

Looking forward to hearing your comments!
tivolo@cg.tuwien.ac.at


WOW.

Very nice effects!
Is the engine complete?
If not, are you planning to finish him, or you and your friend did it just for school?


Anyway, great work!


Hey that looks great.
What do you mean with exponential tone mapping? Is that 1-exp()?

- Wolf


I have just one word: IMPRESSIVE!
As those screenshots actually leave without words!
Congrats, a really really nice job.


Thanks for all the positive feedback!

Regarding the engine: I've already spent a lot of work designing and implementing it, so I'm definitely going to finish it. I'm programming the engine in my spare time which isn't as much as I would like to have because a lot of time is devoted to studying and working. But it sure is fun as hell, so all those nights with 4 hours sleep do pay off ;).

-tiv


RIDICULOUS! How long have you and your friend been working with OpenGL?


Quote:
Original post by SippyCup
RIDICULOUS! How long have you and your friend been working with OpenGL?


Both of us have been working with OpenGL since 2 years now.

Quote:
Original post by wolf
Hey that looks great.
What do you mean with exponential tone mapping? Is that 1-exp()?

- Wolf


Exponential tone mapping is the following: you gather a luminance value l_s after combining the high-resolution scene with the blurred low-resolution scene. Then you calculate another luminance value with

lumNew = gain - gain*exp(-exposure*lum)

and the final output color gets scaled by lumNew/l_s.

You can lookup Alessandro Artusis's PhD Thesis about "Real-Time Tone Mapping" if you want an overview about various tone mapping techniques.

-tiv






THAT LOOKS COOL! Very impressive, congrats!!




Nice work with the lighting.


Way too much bloom for my taste, but well, the images look nice. The soft shadow statue reminds me of the softshadowing tutorial here on gamedev, is it the same? and is the used technique the same? (that is, halo artefacts due to blurring the map?)


Quote:
Original post by roel
Way too much bloom for my taste, but well, the images look nice. The soft shadow statue reminds me of the softshadowing tutorial here on gamedev, is it the same? and is the used technique the same? (that is, halo artefacts due to blurring the map?)


No, the soft shadows are an improved and faster version of NVidia's "Percentage Closer Soft Shadows" to make them run even on Geforce 6600 class hardware with a resolution of 800x600 and two lightsources.

-tiv


Woah the blooming effect is really cool, would be nice to see demo movies :D

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Quote:
Original post by suryanievi
Woah the blooming effect is really cool, would be nice to see demo movies :D


I'll grab a video tomorrow and upload it ;-).

-tiv




nice

may i ask what kind of input format you r using for your geometry?
i tend to collada since this looks like a decent open source fileformat with growing support


Look great, good job.

What about PRT, is it fast ? What kind of frame rate have you ?


That is absolutely fantastic. That there really does look very crisp and of an extremely high standard.

Has it been optimized in any way?

Keep up the great work, it does look fantastic.




Quote:
Original post by Basiror
may i ask what kind of input format you r using for your geometry?


We simply used .X-files because they are very easy to tweak by hand (if you have to), and they're easy to load.

Quote:
Original post by Woodchuck
What about PRT, is it fast ? What kind of frame rate have you ?


Depends on what you're doing with PRT and how much lighting coefficients you throw in there. We use 16 lighting coefficients and some additional calculations in the shader to get it working with normal mapping, and the frame rate is still really good. We used PRT in the cathedral (~100.000 vertices) and on the whole asteroid (~50.000 vertices) and had absolutely no performance problems whatsoever.
Even the per-pixel PRT implementation performs really well - about 60 FPS on an ATI Radeon 9800.

Quote:
Original post by Undeadlnsanity
Has it been optimized in any way?


I spent a lot of time on the layout and design of the engine to make sure it does things in an "optimized" way, but there aren't any major optimizations in it (yet), as this was not one of our major concerns. The demo performs fine on a Geforce 6600 GT in 800x600.

-tiv



May I ask where did you get the model from? In fact I would like to compare the result of my PRT implementation...

Thanks, and congratulations for the work !


Quote:
Original post by gjaegy
May I ask where did you get the model from? In fact I would like to compare the result of my PRT implementation...

Thanks, and congratulations for the work !


I can't remember *exactly* where I got it from, but it was a model for some rendering competition.

-tiv




I like the blur effect.


Rob Loach [Website] [Projects] [Contact]


Those images left me speachless, excellent work!

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Warning: This post may contain traces of Q-Basic


I have a feeling it might be the model from this competition :
http://www.cgtechniques.com/cgi-bin/YaBB.cgi?board=sibenik&action=display&num=1007893821

Congrats on your accomplishments, you've implemented loads of effects I still want to get my head around sometime.
Great project to work on if you ask me ;)


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