Jan 19 2012 03:46 AM
Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It took us 1 year and yet long a way to go. All post process shaders are downsampled, so it runs very fast @ 1080p.
-newest FXAA -FilmGrain with luminance importance -Peter Haarm Duikers Filmic Response Curve Tonemaper with Custom Toe// wip -Reinhard With Custom Toe -Exponential with Custom Toe -Linear Tonemaping -Uncharted 2 Filmic Tonemaping -Fast Slow adapted Average Luminance for Light adaption & D&F -Blue Shift -Fast Dynamic Lens Reflections & D&F -Fast Custom HDR Glow & D&F -Fast Light Shafts with 512VS with Occlusion and SunPosition dependent Importance & D&F // wip -Fast Custom Image Based LensFlares with Occlusion blocking in Post -Vignette -Advanced Colour Correction -AverageColour Dependent Colour Correction with WhiteBalance -Slow Adapted Bokeh With Chromatic Aberation and Purple Fringing & D&F // wip -SSAO with ViewSpaceNormals and ViewSpacePosition Support and Depth dependent Scaling & D&F -Anti Leaking for SSAO and Bokeh & D&F -Simple Camera Motion Blur with Jittering and merged Support with Bokeh & D&F -Bilateral Upsampling -Atmospheric Scatering with Custom Nightmode and Custom alot more Custom features -Dynamic Irradience Calculation using Dynamic Lattitude Conversions and Inteligent bluring with no seams & D&F -Fast Irradience Lighting -Ambient BRDF -Lyon Specular Model -Custom Gaussian Distribution Specular Model -Oren Nayar -Spectral Physical based Specular Model -Specular Occlusion & D&F -Specular Energy Conservation -Exponential Height Fog with Directional Light Scattering and Irradience Injection -Penumbra Shadows / Percentage Closer Soft Shadows // not used -NdotL Shadow Culling //not Used -Disk Shaped Shadow Sampling with Jittering -Doublesided Shading -SSDO & D&F //not used -Cross Processing -additional simple 1D Color Correction -SSAO Dilation -Non floating Velocity Buffer using [0..1] Range - Anti Leaking ScreenSpace Shadow Blur //not used
.... and alot more. Everything is Optimized due to Downsampling and mostly usage of LUTs for Storing Multiple used calculations
D&F = downsampled and Fullscreen possibility
The rest including deferred pipeline setup, Terrain, etc is mine.