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DX11 - Volumetrical Light Scattering - What do you think?


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#1 Migi0027   Crossbones+   -  Reputation: 1616

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Posted 12 October 2013 - 01:39 PM

Hi guys! happy.png

 

So a while ago people started posting, "what do you think?" threads, so I thought, why not? :)

 

I would appreciate from you guys if you could comment on my recently implemented (Actually re-implemented, the old one had loads of bugs), Volumetrical Light Scattering, what could be improved (Btw, the values of the effect are on the screenshots)

 

Screenshots:

ka5i5z.png

 

2j4t3rc.png

 

dcwknr.png

 

 

Well, thanks! smile.png

-MIGI0027


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!

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#2 cozzie   Members   -  Reputation: 1582

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Posted 17 October 2013 - 04:28 PM

looks pretty good!!



#3 Migi0027   Crossbones+   -  Reputation: 1616

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Posted 17 October 2013 - 04:32 PM

Thanks, really appreciate it. smile.png


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!

#4 Styves   Members   -  Reputation: 997

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Posted 18 October 2013 - 06:04 AM

If this is the screen-space approach, I'd say do a multi-pass solution. Use 8 taps per pass and ping-pong it 3 times. You'll only use 24 taps total (+drawcall time) instead of 64 taps, and you'll get effectively 256 taps.



#5 Migi0027   Crossbones+   -  Reputation: 1616

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Posted 18 October 2013 - 06:50 AM

If this is the screen-space approach, I'd say do a multi-pass solution. Use 8 taps per pass and ping-pong it 3 times. You'll only use 24 taps total (+drawcall time) instead of 64 taps, and you'll get effectively 256 taps.

 

Yeah, this is the screen space approach.

 

Thanks, I'll give it a go at some point (Have some other stuff to fix first). smile.png


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!




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