• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
GuyCalledFrank

Bumped cubemap aliasing

2 posts in this topic

I've noticed a lot of shimmering coming from shading, especially from specular and environment maps used together with normal maps, and I really really want to fix it some way.

 

The best solution I found on topic is this (because of simplicity and low performance hit): http://blog.selfshadow.com/2011/07/22/specular-showdown/

 

These Toksvig maps gave me kind of acceptable results with blinn-phong:

Without: http://oi48.tinypic.com/mlmfia.jpg

With: http://oi49.tinypic.com/346vnvd.jpg

 

However, I'm still struggling with getting them work with cubemaps. Original Toksvig paper has a little advice, saying "This effect can be modeled by computing lod for the environment map as a function of log2(some_greek_letter)", but it's not really helpful.

Anyway, we can vary the size of specular highlights, but we are still a bit limited with envmaps, because we only have a discrete number of mips and a linear interpolation between them - and I think, this limitation can break some theory behind Toksvig AA (or maybe I'm wrong).

I tried different ways to use Toksvig factor in texCUBElod, but no success, I have either aliasing or everything is just totally blurred.

 

Aliased: http://oi46.tinypic.com/2961zlv.jpg

(1-Toksvig)*numMips as lod: http://oi47.tinypic.com/344fm6v.jpg

 

And here is the best version, just brutally supersampled cubemap inside shader (11 fetches): http://oi46.tinypic.com/1679sf7.jpg

But it's a huge performance hit!

 

Is it possible to get that supersampled quality, only exploiting mips and not relying on heavy amounts of fetches?

 

Thanks in advance.

0

Share this post


Link to post
Share on other sites

Well, I actually quoted this link as "original Toksvig paper" in my first post, it's clickable there )

---

OK, I think then it should be log2(toksvigFactor * p), where p is kind of specular power for biggest mip level (as if it contains specular highlights). As I use Modified CubemapGen for cubemaps generation, I even know excatly this number (it's named "cosine power" there).

But results are still disappointing: http://oi50.tinypic.com/hv782f.jpg

Edited by Mr_F_
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0