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wolf

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  1. I looked at your paper it really looks good. What would be a good scenario in which you want to use the Torrance-Sparrow model in a game?
  2. Vilem, did you publish the description of your perceptually correct soft shadow algorithm? I would be interested in reading how you did it.
  3. You are looking for something like this: [url="http://www.facebook.com/album.php?aid=159265&id=159613387880"]http://www.facebook.com/album.php?aid=159265&id=159613387880[/url] You can find a description of this here: www.wolfgang-engel.info Give me a sign how this goes.
  4. Yep look-up textures can go a far way here. You can store many lighting equations in look-up textures and then index with N.L and N.H. I tried Cook-Torrance, Oren-Nayar, Ashikhmin-Shirley and Ward in the past. I still have those implementations lying around. BTW: you might check out a Game Programming Gems 4 article for an implementation that would be quite flexible. Let's talk about this on Monday when we are all back in the office.
  5. That's pretty cool! Good job. The performance comparisons in Test 2 is OpenGL with 2500 draw calls of cubes (25ms) and then CUDA with one draw call and 2500 instanced cubes (33ms)? The CUDA implementation requires 415ms in the case you do 2500 draw calls of cubes?
  6. That's quite impressive. I skipped through your thesis. You explain things very well.
  7. Quote:However, we still have largely fixed bandwidth from drive to memory, and from memory to cache. And this is the limiting factor: given a terabyte of voxel data, it is infeasible to move enough data across the bus quickly enough to render it. Well if you think that PC rendering comes back than you would need to target integrated GPUs in notebooks with shared memory, that would make all this a bit more challenging. ... although <cough> I keep hearing </cough> that integrated GPUs become faster :-) ... To go back on track: I think Sirisian is spot on with his response. I bumped up his rating. Quote:Obviously though a hardware implementation of a voxel traversal would be preferred On a server-based rendering platform you can move this to a few dedicated GPUs. That still leaves you with only 3 - 4 GB of memory on the GPU side ...
  8. Quote:you know, when driving too long into one direction, you forget about all the others easily and it's hard to change it again ;) I can see your challenges here. This stuff is already pretty old, I want to believe most of us moved or passed along this stuff in the last 20 years ... Quote:next gen won't be about more triangles, it's about cheaper content creation, This is old news. Again, I want to believe most of us are already one step further than that. The main question in that context is if it makes sense to do another round of XBOX 720 / PS4 or move to more accessible and popular platforms like all the highly integrated stuff we see in mobile phones. Mobile phones will catch up with the current XBOX 360 / PS3 very soon .. so why not just skip the XBOX 720 / PS4 ... although I don't enjoy those thoughts ... other than that there are also discussions going on with server-based rendering. That's quite popular in the moment :-) ... You might have noticed the high number of XBOX 360 / PS3 developers that are closed down pretty much every week. This documents what publishers think about future development. Then there is a strong push into social games (... reminds me of the MMO push a few years ago). In other words in one or two years people will wonder when they look at their mobile phone, why they need a big and loud console in their main living room while their mobile phone can do the same thing. I personally enjoy server-based rendering a lot ... let's see what we will see here in the near future. Server-based rendering has not only the old memory bandwidth problems, the amount of memory is also pretty small in the moment ... which brings me back to my original question .... I don't think I mix something up when it comes to memory bandwidth and memory amount :-) Quote:next gen won't be about more triangles, it's about cheaper content creation, See above.
  9. How can a technique that relies on so much memory access considered next-next-gen while computational power increases much faster than memory access and procedural generation of geometry is already here ... I don't get that :-)
  10. Quote:Crytek has never published their exact algorithm The guy who wrote it described it in ShaderX6.
  11. very cool ... followed up with an e-mail.
  12. Hey Marco, Quote:The first one involves rendering exponential depth you mean you render out a exponential depth value into the shadow map. How would you do this? The following source looks like the linear approach you describe. It writes linear depth into the shadow map. output.depth = length(input.light_vec) * depth_scale; Then later you apply the exponent like this on the shadow map values: occlusion4 = exp( over_darkening_factor.xxxx * (exponent - receiver.xxxx) );
  13. Hi, I have a projection matrix that is w, 0, 0, 0, 0, h, 0, 0, 0, 0, (f + n) / (f - n), -(2 * f* n) / (f - n), 0, 0, 1, 0); This matrix is a OpenGL projection matrix. I would like to map the values that I can read from the depth buffer into the near / far plane range of the view frustum in camera space. This is useful for camera based effects like Depth of Field. Many websites suggest a solution like this: -f * n /(z * (f-n) -f) where z is the depth buffer value and f and n the far and near plane. Any references where I can read up on this?
  14. I spent a few fine hours debugging banding to find out that the TV was introducing the banding in the first place; try another TV or monitor e.g. notebooks might show you this kind of banding ... sometimes you have to give up :-)
  15. I read the chapter but it doesn't sound right to me either. I contact Fan ... maybe he can contribute to this thread.