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Free Radical (Deferred Rendering Engine)  by ali rahimi    *****

 



Time Spent: 1 year
Date Added: Jan 19 2012 03:46 AM

Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It took us 1 year and yet long a way to go. All post process shaders are downsampled, so it runs very fast @ 1080p.

Captured movie download link
Size: 169 MB | Format: mp4 | Duration: 3,43 min
http://ali-rahimi.ne...gine-wip-01.mp4


http://youtu.be/VdTmTplXHaQ

Christopher Schiefer's Features

-newest FXAA
-FilmGrain with luminance importance
-Peter Haarm Duikers Filmic Response Curve Tonemaper with Custom Toe// wip
-Reinhard With Custom Toe
-Exponential with Custom Toe
-Linear Tonemaping
-Uncharted 2 Filmic Tonemaping
-Fast Slow adapted Average Luminance for Light adaption & D&F
-Blue Shift
-Fast Dynamic Lens Reflections & D&F
-Fast Custom HDR Glow & D&F
-Fast Light Shafts with 512VS with Occlusion and SunPosition dependent Importance & D&F // wip
-Fast Custom Image Based LensFlares with Occlusion blocking in Post
-Vignette
-Advanced Colour Correction
-AverageColour Dependent Colour Correction with WhiteBalance
-Slow Adapted Bokeh With Chromatic Aberation and Purple Fringing & D&F // wip
-SSAO with ViewSpaceNormals and ViewSpacePosition Support and Depth dependent Scaling & D&F
-Anti Leaking for SSAO and Bokeh & D&F
-Simple Camera Motion Blur with Jittering and merged Support with Bokeh & D&F
-Bilateral Upsampling
-Atmospheric Scatering with Custom Nightmode and Custom alot more Custom features
-Dynamic Irradience Calculation using Dynamic Lattitude Conversions and Inteligent bluring with no seams & D&F
-Fast Irradience Lighting
-Ambient BRDF
-Lyon Specular Model
-Custom Gaussian Distribution Specular Model
-Oren Nayar
-Spectral Physical based Specular Model
-Specular Occlusion & D&F
-Specular Energy Conservation
-Exponential Height Fog with Directional Light Scattering and Irradience Injection
-Penumbra Shadows / Percentage Closer Soft Shadows // not used
-NdotL Shadow Culling //not Used
-Disk Shaped Shadow Sampling with Jittering
-Doublesided Shading
-SSDO & D&F //not used
-Cross Processing
-additional simple 1D Color Correction
-SSAO Dilation
-Non floating Velocity Buffer using [0..1] Range
- Anti Leaking ScreenSpace Shadow Blur //not used

.... and alot more.
Everything is Optimized due to Downsampling and mostly usage of LUTs for Storing Multiple used calculations

D&F = downsampled and Fullscreen possibility

The rest including deferred pipeline setup, Terrain, etc is mine.  
Quest3D, Maya, Photoshop


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28 Comments

Hey Ali, haven't seen your work in some time. Looks absolutely stunning again! Good job to you both :).
The youtube link in the video section is broken: there are two youtube links concatenated, the second part is the correct link.
Hi Mussi. Thanks.
Yes i was busy with this setup alot. But yet long way to go :)
btw. i put youtube video link just like the instruction, so maybe there is a problem with forum. Therefore i placed it in a post itself. As you can see it work.
Cool. What are the future plans for this? Is there a public version for us to play with?
Yes sure, I will publish it at some point, Hopefully with a proper editor.
Photo
SteveDeFacto
Jan 20 2012 02:24 AM
I'm very impressed!
I like the transparent UI, how was it made?
What it "Toe" that you keep mentioning?
btw it looks like something I've been dreaming of... will you release the source?
Looks very impressive, congrats !
@Yours3!f -- in a tonemapping curve, the top-right end that curves downward is the 'shoulder' and the bottom-left end that curves upwards is the 'toe'. The 'toe' of a colour curve is important in maintaining precision and 'crispness' of the dark colours.
Thanks guys.
Main purpose of this engine is for my game, but depending on my time i have some cool idea's. One of them is a kinds of social network but only for 3d artist, Imagine a kinds of city, each user have its own home or portal entry, and he or she can present his works on his own space and others can came an visit his place, chatting, writing comments on his 3d wall, etc.There are many 3d social network on the web,
http://arianeb.com/more3Dworlds.htm
but they all have a stone age graphic and their purpose is different.
What do you think about such a network? any idea?
one of my mates already finished a 3d chat system and networking side for quest3d. So this is a very close possibility, The only issue is time. building such a network + editor is a huge task.

btw, Most of the vegetation are imported from crysis, also Cathedral & Cemetery are from a model pack which i buy it long time ago. And that skin mesh character is from oblivion. Cause these are all test and i will not publish any exe of this environment setup i did not mention those. For a final release everything will be original, just like my other projects.

Pipeline (Old shot)

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@Krypt0n, transparent UI is just from Quest3D default GUI system. I did not developed any GUI system for Quest3D But others did.

@ Yours3!f, No i will not release any source, But for those who might be interested in Quest3D source, Quest3D 5 will be lunch with almost all of its channels source (Not the editor).
Thanks for the feedback about this realtime rendering Engine. We rly get alot of motivation of your feedback. related Questions are welcome I'm mostly responsible for the Graphical features and Ali for the Core and some of the Graphical core features.
Ali Rahimi, I've been fascinated by your work for years. Could you please, pretty please, give me some of your awesomeness?
@Cornstalks, Kidding me ;)
Truly inspiring. I hope to be able to take on a project like this one day. For now, I'm learning, learning, and doing some more learning. :D
btw is this deferred lighting or shading?
@Yours3!f We do use Deffered Lighting
I ment deferred shading ,sry.
We wanted to stay with d3d9 hardware limitation. However deferred lighting reduces memory usage, but it is required to render the scene geometry twice, which is very expensive when you have lots of instancing and meshs to draw, Therefore We decided to go for deferred shading. It is a different story when using d3d10 or 11.
Any links for downloading & trying out? :D
Not any time soon ;)
Update.

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Very nice update! I'm glad the SSAO doesn't look so thick anymore.

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