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InvalidPointer

Member Since 04 Apr 2007
Offline Last Active May 02 2015 11:11 AM

Posts I've Made

In Topic: Multiple Lights on game map with forward rendering

14 January 2015 - 09:38 AM

Another interesting approach used by UE3 was to composite all lights CPU-side into a set of spherical harmonics coefficients, then send these to the GPU for shading. This is an awesome tradeoff for mobile where the extra detail afforded by calculating things like falloff per-pixel are harder to see and the performance benefits are huge-- lighting time is completely independent of the number of lights influencing the object!


In Topic: Standard emissive+ambient+diffuse+specular lighting model... how do texture a...

14 February 2014 - 12:14 AM

It just turns the specific value in question into something that can vary over the surface of a model instead of being uniform. Granted, ambient texture maps don't generally make sense, but it's just a question of scale and artistic intent.


In Topic: HDR Light Values

25 January 2014 - 07:32 AM

Generally, intensity values like that are unitless unless you specifically work out some scale for them. A fair number of archviz renderers do so in order for them to work nicely with measured IES light profiles. There isn't a *formal* standard with games/the DCC packages used to create their assets, though, as physically-based rendering is just starting to catch on these days.

 

Incidentally, you very much want to establish some sort of PBR framework so the values you feed into the shader(s) are used in a meaningful context, which should hopefully make sense when you think about it.

 

Re: quadratic attenuation-- that should again make some intuitive sense considering real-world light follows the inverse square law. You likely will see better results moving over to a simple area light model, though, as point lights are physically impossible. This would also give you a more sensible attenuation model 'for free.'

 

Lastly, tone mapping is pretty much entirely an artistic process, you fiddle with it until it subjectively 'looks good,' and that's that.


In Topic: Is it normal for 4x MSAA (with custom resolve) to cost ~3ms vs no MSAA?

25 January 2014 - 07:17 AM

If your platform offers the ability to configure graphics settings, sure. I think a lot of folks don't mind the *option* to burn GPU horsepower should their hardware afford them the opportunity. For lower-spec systems, post-process-based antialiasing systems could offer a reasonable, low-cost(!) alternative.


In Topic: Popular Articulated Animation Format?

23 December 2013 - 11:03 PM

Yeah, skinned animation will still work perfectly fine; after all, what is a rigid animation but a mesh skinned to only one bone with unit weight ;)


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