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tool_2046

Member Since 19 Feb 2002
Offline Last Active Yesterday, 07:59 PM

Posts I've Made

In Topic: Math related to 3D graphics.

18 July 2014 - 08:00 PM

Truth is there's a good chance you'll use little of that in practice, but all of it is worth learning. Take the classes that interest you the most and research the rest on your own time. 


In Topic: Create a voxel representation from a 3D model

27 April 2014 - 02:00 PM

 

This is probably massively out of date, but can you adjust clip planes to render to slices and use the slices to build the voxel representation? Basically fix a camera on an axis, create clip planes that clip out everything above and below a predetermined thickness, then write out to a slice?

Wouldn't that only end up rendering the edges rather than filling them? Or have I misunderstood?

 

 

Yeah, you are right. You need to use the stencil buffer to get an accurate in/out voxel model. Basically, I'm thinking of the voxelization described near the bottom of section 30.2.4 here:

 

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html


In Topic: Create a voxel representation from a 3D model

26 April 2014 - 08:31 PM

This is probably massively out of date, but can you adjust clip planes to render to slices and use the slices to build the voxel representation? Basically fix a camera on an axis, create clip planes that clip out everything above and below a predetermined thickness, then write out to a slice?


In Topic: Cloud Rendering

31 December 2013 - 07:25 PM

 

Hey,

  My clouds are dynamically lit and also have in-scattering, I have normals for the clouds which are computed in the pixel shader during rendering.

 

My lighting calculations aren't finished though (it's only a few hours work) so there maybe some lighting requirements I'm missing?

 

Could it be lack of self-shadowing and maybe not using exponent on the noise, which is creating very wispy looking clouds in your screenshot? Though obviously sometimes wispy clouds are desirable, they often don't look very volumetric.

 

My go to resource for cloud rendering is a rather old thread here on gameDev by Yann-L, sadly the pictures are all missing now, but they looked impressive at the time and i'm pretty sure the techniques are still in use today. Though the site redesigns have made the posts harder to follower (quote blocks seem to have been lost and so a reply and quote all flows together), there is still plenty of good information to be found in Yann's posts, probably worth a read.

 

 

Yann's work was pretty amazing. These days this is probably the best paper I've seen on sky rendering: http://www.hpi.uni-potsdam.de/fileadmin/hpi/FG_Doellner/publications/2012/MED12/paper_1056_cr.pdf

 

Here's the video: https://www.youtube.com/watch?v=t8ibsEl0kAI

 

The clouds are based on a Game Programming Gems article that traces rays through a heightfield. The results are pretty convincing. 


In Topic: Create a parser for blender.obj file to use in Opengl

13 November 2013 - 11:12 AM

I think I'm misunderstanding you. I thought the complaint with how OBJ's store vertices is that there's separate lists for positions, normals and texture coordinates. By "collapse them down" I mean make a single vertex list where each vertex has a position, normal and texture coordinate, and a single index buffer that indexes into that list. 


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