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      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.


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About VadimZabolotnov

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  1. check it out, my real-time opencl ray tracer    http://www.youtube.com/watch?v=1MFSnMGA3BY  
  2. I also read that building LBVH for gpgpu is not good idea. And I read that split-bvh building need bins, but I can't understand what is it bins ? 
  3. How to building sah bvh on gpgpu? can you explain the base concepts for gpgpu?
  4. can you explain how to traverse bvh on gpgpu (for ray tracing)?
  5. I want to write a real time gpgpu ray tracer with ideal soft shadows for simple objects like cubes, spheres and e.t.c. I want to project shadow figure (as analytic function) to light source plane and compute visibled from the point square of the light source .    BVH nodes consists from aabb volumes (cuboids) . compute intersection for refracted ray interests for cube and cuboid. 
  6. How to compute bvh node intersection by ray ? And how to compute refraction ray intersection in aabb ? 
  7. Postie, because that was wow effect after 40 thousands years that we live on earth . we was pioneers in the  universe, that it was. I'am about universe of real world which is in our consciousness and which is connected with other people . that was the real game in real universe. Now it happen again, if we can put living spirits in game . 
  8. dynamic bvh building ( 1.5 million polygons - 350 ms by 1.5 Tflops ) and ray tracing (Full HD x 30 fps, 2.5 TFlops). but, not enough for soft shadows in random. 13 ms - bvh building ( 1.5 million polygons ) , 16 ms - ray tracing (depth-8), other for lighting - and, we get 30 fps (for 40 TFlops). and we must choice - or ray tracing, or motion compensation ( which is 350 ms by 1.5 TFlops ). last look very attractive. and I don't see any research about hard gpgpu animation .
  9. What effects we can get on it (1 gpgpu)?     
  10. samaritian demo looks good than radiosity .. but some fakes are visible . http://www.youtube.com/watch?v=RSXyztq_0uM and only 5-10 TFlops for real-time needed.
  11. MarkS, "x24 gpgpu (35 TFlops) ~0,84 Pflops" - 3 servers with 8 top videocards in each in 2016 is 0,84 Pflops . Can we render something interesting on it (more interesting than on one videocard) ? samaritian demo render on 3 gtx580 for example . and it looks good .
  12. MarkS, 2016 - x24 gpgpu (35 TFlops) ~0,84 Pflops Looks good ! )) for this trailers for real time - can up to 100 PFlops . But I think that is not enough. So, what kind of graphics we can get on such systems ?
  13. What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu with 16-20 Gb memory ? what system needs for real-time for scenes below (multiCISC, RISK? PFlops ?) ? (where Sarah Kerrigan), http://www.youtube.com/watch?v=3V1PwpoDqzM http://www.youtube.com/watch?v=okOlstrshT8&feature=related
  14. shiqiu1105, use global atomics for fetch global buffer with rays . (or increment global rays index) this is faster, because some threads may complited fasts instead another . you can try use a g-buffer for speed up.
  15. [b] [url="http://www.gamedev.net/user/161370-jefferytitan/"]jefferytitan[/url], it mean the first hit for each pixel and then we continue raytracing from there . [/b] [b] [url="http://www.gamedev.net/user/132352-jameszhao00/"]jameszhao00[/url], all bounding rays lies in one nearest to interected polygons bvh node. We may have artefacts only with small objects on this trace way. Or what are you about ? I don't understand you.[/b] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]2) All VERTICES from all polygons are traced using sah bvh[/background][/left][/size][/font][/color]