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Re: What are you working on?
[Re: sivan]
#429729
09/17/13 13:52
09/17/13 13:52
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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nice, are there any good information or code snippets about ESM that you could provide?
edit: '5 sample box blur' do you mean 5 samples in total or 5 samples per axis (25 which would be a bit inefficient...)?
Last edited by Kartoffel; 09/17/13 13:54.
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Re: What are you working on?
[Re: Kartoffel]
#429737
09/17/13 16:28
09/17/13 16:28
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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it is a bit faster and nicer than the original shade-c vsm. normally I get at least 40 fps, but it is level dependent, and there are a lot of things to tweak performance in the corresponding shader package too. I get about 30 fps with my RTS pathfinder having 490 units moving with vertex animation in a terrain only 500x500 tile sized scene. previously it was about 25 fps. the simple blur takes only the actual pixel itself, and the 4 adjacent ones (but sampling distance can be adjusted). I made a poisson blur too, taking 12 pixels in total. probably will make a gaussian too (sample 2x5 or similar). I used this little blog for my implementation: http://www.olhovsky.com/2011/07/exponential-shadow-map-filtering-in-hlsl/ (Boh_Havok also read it, if you check some outcommented lines in shade-c evo shaders), and read a short nvidia presentation, and some others I have not understood...
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