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Frenetic Pony

Member Since 30 Oct 2011
Offline Last Active Today, 05:41 PM

Posts I've Made

In Topic: automatic light probes positioning

10 November 2014 - 05:50 PM

The initial voxel cone tracing stuff had realtime generation of sparse voxel octrees as a necessity, take a look at that stuff for hopefully much faster octree generation: https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&es_th=1&ie=UTF-8#q=sparse%20voxel%20octree


Sparse octrees are close to suiting light probe placement, thought not perfect. Some hacks would probably get you there, or hopefully just give you an idea for speeding up AMD's technique. You could also LOD out lightprobes to the bigger voxel sizes as your player gets farther away, a kind of cascaded detail for light probes. Probably have to be careful how you blend in new, smaller voxel/higher detail probes though to avoid light popping. 

In Topic: Rendering clothes

07 November 2014 - 03:41 AM

I would go with your first idea and split your mesh up into manageable chunks:


Then not only are you not drawing your player twice, you're ensuring you won't get any skin coming through clothing. I would imagine your base player mesh would be naked, then you can cater for someone wearing jeans with no top - if your application requires that kind of thing.

This is what I'm planning to do for my character


Variations on this are how pretty much everyone does it, so yes indeed would recommend.

In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

21 September 2014 - 04:39 PM

I bought the book thinking i would get access to the source for this, damn it. Great work going on in here, Suggestion - Mixing this technique as is having to be reverse engineered anyway why not think about crossing with idea's from Deep G Buffers for fast screen space GI and AO http://graphics.cs.williams.edu/papers/DeepGBuffer14/ . Morgans paper is brilliant, he's also provided base code for the system. Screen space cone traced reflections mixed with Deep G Buffers would be a superb step in the right direction for near to offline results (as we can get right now anyway).


Guys take a look. Cheers


Eh, that's a lot of extra scene complexity dependent work for not a lot of benefit. SSR already only looks good if you've a specific art direction, are blending it with cubemaps/other pre-computed reflections, or only use it for specific and controlled materials like a rough, partially reflective flat floor or puddles. Otherwise you get extreme temporal instability and it just ends up looking weird.


Great work on sussing out the details of this though! I'd been eyeing the book just for this article, but it's good to know that it wasn't terribly complete and B. that there's now this thread with a very well documented journey of work and code to look at anyway!

In Topic: LOD in modern games

14 September 2014 - 11:12 PM

This: http://t.co/I1hjxx2P0I looks potentially interesting, depending on performance. But otherwise what Promit said is spot on.

In Topic: Simulating lighting using volumetric meshes.

28 June 2014 - 01:44 AM

Sounds a lot like Crytek's Light Propagation Volumes, which never had enough precision for anything more than secondary illumination and increases memory requirements by squared or more as you extend the range of the illumination. Alternatively it also sounds like the same hack used by Bungie in Destiny/Irrational in Bioshock Infinite/Epic currently in UE4. All of them render lighting information to a volume texture which is then used for deferred rendering of transparencies. Trouble there is it's all too low of a resolution to get very good shadow information or good specular.


Here are some of the examples: http://advances.realtimerendering.com/s2013/Tatarchuk-Destiny-SIGGRAPH2013.pdf   http://www.crytek.com/download/Light_Propagation_Volumes.pdf