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Coluna

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  1. Hey dude, I'm afraid all I have is a video and the final XNA package/file I sent to the contest. I lost the main scene file during a backup, I have only the assets and the code =/ But thanks for the interest!
  2. This is from a "game" I've submitted to DreamBuildPlay contest (XNA) back in 2011:     Unfortunately I didn't finish it, but at least I made available some of it's code/shader/techniques on my blog http://jcoluna.wordpress.com
  3. I posted something similar on my blog some time ago: [url="http://jcoluna.wordpress.com/2012/06/05/light-shafts-tone-mapping/"]jcoluna.wordpress.com/2012/06/05/light-shafts-tone-mapping/[/url] The source code+assets are available for download, hope it helps. -J.Coluna
  4. Hi folks, I just posted about how to add fog to your LPP or deferred pipeline, using the depth buffer+fullscreen quad to achieve the effect. Feel free to download it and use in your projects, the sample code also incldes cascade shadow maps, LPP, light shafts, etc. See ya! -J.Coluna [url="http://jcoluna.wordpress.com/2012/11/06/xna-adding-fog-in-a-lpp-or-deferred-pipeline/"]http://jcoluna.wordpress.com/2012/11/06/xna-adding-fog-in-a-lpp-or-deferred-pipeline/[/url]
  5. Hi folks, I just added a new post in my blog about how to accomplish a simple light shaft effect, in screen space. The example is in C# (XNA), and the source code + assets are available for download. See ya! -J.Coluna [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url]
  6. Hey guys, I've posted a new entry on my blog, improving the visuals on my XNA - LPP renderer. As before, the source code + assets are available to download. Feel free to get it, comment, and improve it! [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url] See ya! -J.Coluna
  7. Tks sir! Feel free to use the source code in your projects =) -J.Coluna
  8. Hey guys, I just updated my blog with a sample (with full source+assets) about Light Pre-pass technique + transparent objects, like particles. Feel free to download, add comments and suggestions. [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url] See ya! -J.Coluna
  9. I just added a new sample that supports also skinned meshes. Enjoy it!
  10. Hey guys I've posted in my blog an implementation of cascade shadow maps for XNA 4.0, with source code + assets. Feel free to download and use it! [url="http://jcoluna.wordpress.com/2011/07/06/xna-light-pre-pass-cascade-shadow-maps/"]jcoluna.wordpress.com[/url] -J.Coluna
  11. I still haven't implemented the shadows for point lights on my game (I'm using a spot light with cone angle of 45º pointing down to fake it ). I took a quick look at your code and I couldn't find the shader to render to the shadow map. For PSM, I think you have to have another technique to render the meshes to the SM, since my sample uses a "regular" projection scheme. Just add a new technique, following the paper you've linked, and change the ShadowRenderer to use that technique instead of the default one. Hope that helps. J.Coluna
  12. Hi folks, I've updated my blog with a new release of my XNA experiments with light pre-pass rendering, now with spot light shadows. Please take a look, download, comment and feel free to use it. [url="http://jcoluna.wordpress.com/"]http://jcoluna.wordpress.com/[/url] See ya! J.Luna
  13. Here is the result: [url="http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/"]http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/[/url]. It works fine, but I have some artifacts when the light is close to the far plane (I may fix it in the next days). Thanks guys!
  14. Thank you guys! I will try it at home. MJP: you are right, I meant input.Vertex * WorldView.
  15. Hi all, I'm trying to recompute the z-buffer from a linear buffer texture, inverting the formula found [url="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html"]here[/url], without success. My linear buffer is stored in the [0..1] range, and its just the "z" component of the projected vertex ( input.Vertex * WorldViewProjection), divided by -FarPlane. Im using this linear depth in my Light Pre-Pass renderer and it's working fine, so the problem is only the linear to z formula. Can anybody help me on this? Ps.: I've found a thread some time ago about this, but I couldn't find it anymore, sorry.