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Pottuvoi

Member Since 20 Mar 2011
Offline Last Active Jan 19 2014 12:55 PM
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Posts I've Made

In Topic: Cloud Rendering

25 December 2013 - 08:45 AM

Here's a nice little page for slightly old but decent methods for cloud rendering and lighting, should be plenty of fast for current hardware. (there's descriptions for single and multis cattering methods, imposters, volume etc.)
http://vterrain.org/Atmosphere/Clouds/

 

The method which was used in Microsoft Flight Simulator 2004: A Century of Flight.

http://www.ofb.net/~eggplant/clouds/


In Topic: Ambient Occlusion from Depth Map?

23 August 2013 - 11:37 AM

Here's a very nice look on multiple methods for SSAO.
http://frederikaalund.com/wp-content/uploads/2013/05/A-Comparative-Study-of-Screen-Space-Ambient-Occlusion-Methods.pdf


In Topic: Space Partitioning on Sphere

03 June 2013 - 02:09 AM

One easy way would be starting with cube and normalize the vertex posistions to a sphere.


In Topic: Stencil shadow volumes - constraints on models too delicate?

15 January 2013 - 03:25 AM

you also might want to check research found here.
http://graphics.cs.lth.se/research/shadows/

 

They have many papers on stencil shadows, including a good way to do area shadows with correct penumbra.

And source code as well..


In Topic: CryENGINE 3 Irradiance Volumes vs Frostbite 2 Tiled Lighting

07 October 2012 - 11:54 PM

So this is like an advanced version of the tiled deferred shading method?Is there a source with more info on this technique?

The link had paper about the tech.
http://www.cse.chalm...ustered_shading

They also had new paper about tiled forward shading at siggraph, but there is only pre-print available.
http://www.cse.chalm...ed_forward_talk
It focuses on the ability to light transparent surfaces

CryEngine3 Light Propagation Volume.
http://www.crytek.co...ion_Volumes.pdf

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