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Re: What are you working on? [Re: rayp] #405440
07/31/12 00:16
07/31/12 00:16
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Guess what!


Re: What are you working on? [Re: Hummel] #405442
07/31/12 07:04
07/31/12 07:04
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Baden Württemberg, Germany
a mixture between tower defense, shooter and rpg laugh

hummel, what is that? o.o


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: What are you working on? [Re: Espér] #405444
07/31/12 07:50
07/31/12 07:50
Joined: Dec 2000
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mk_1 Offline

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fast fourier transform, left: original image, right: magnitude of the fft


Follow me on twitter
Re: What are you working on? [Re: mk_1] #405445
07/31/12 09:22
07/31/12 09:22
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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Budapest
...now I can set tree leaf normals for lod models too, after loading a wmb or creating a level (even for these ugly trees laugh ):




Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405446
07/31/12 09:44
07/31/12 09:44
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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@Hummel: Nice, although the missing large scale horizontal waves are suspicious. Are you doing that on the GPU?

Re: What are you working on? [Re: HeelX] #405458
07/31/12 13:47
07/31/12 13:47
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Hummel Offline
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Hummel  Offline
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@mk_1: the left image is actually the result. wink
@HeelX: jep, on the GPU. Concerning your missing waves: it's not tweaked at all, just the first results. laugh

EDIT: ahh, you where searching for horizontal waves! Well, as you can see on the right site, the complex coefficients of the horizontal waves are blacked out, so this is intended. What do want with waves moving orthogonal to the wind direction? tongue

Last edited by Hummel; 07/31/12 13:54.
Re: What are you working on? [Re: Hummel] #405463
07/31/12 15:10
07/31/12 15:10
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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Originally Posted By: Hummel
jep, on the GPU. Concerning your missing waves: it's not tweaked at all, just the first results


I see! Can you please try it with the following image:
.

Have you tried to apply a filter in fourier domain and reconstruct the image? How fast is your implementation?

Last edited by HeelX; 07/31/12 15:10.
Re: What are you working on? [Re: HeelX] #405469
07/31/12 17:05
07/31/12 17:05
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Hummel Offline
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Hummel  Offline
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There are your magnitudes:

laugh

Quote:
Have you tried to apply a filter in fourier domain and reconstruct the image? How fast is your implementation?

Of course, that was the first thing before I threw the phillips spectrum at it:

(right side shows only real component of the complex coeffients, not the magnitude (fault of stupid me two days ago))

Runs with 2.3 ms for a 512x512x64 image with FFT + iFFT. So it's nothing you want to do for a simple filter like a small/midrange blur. wink
EDIT: on a nVidia GTX 560 Ti

Last edited by Hummel; 07/31/12 17:19.
Re: What are you working on? [Re: Hummel] #405473
07/31/12 17:34
07/31/12 17:34
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Posts: 6,904
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HeelX Offline
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Have you tried screenspace effects? The interesting thing would be to make a lowpass filter dependent on the screen-size, so that the resulting blur is constant in time and quality (blurryness) for different screen resolutions.

Re: What are you working on? [Re: HeelX] #405474
07/31/12 17:43
07/31/12 17:43
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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Not much experimenting done yet, since I implemented it for wave generation in the first place and that's what I concentrate on for now. Also the fft requires a power of two input image, so you had to rescale your render target anyway. But as far as I know 3DMark11 uses ffts for wide range bloom.

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