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Re: Papers about Rendering Techniques [Re: Uhrwerk] #419118
03/06/13 14:54
03/06/13 14:54
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
amazing list!!! Thank you!

Re: Papers about Rendering Techniques [Re: jumpman] #420928
04/06/13 19:53
04/06/13 19:53
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
About 20% more awesome papers now!

Re: Papers about Rendering Techniques [Re: Hummel] #420930
04/06/13 19:57
04/06/13 19:57
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I'm not sure if this was already posted before but Crytek has a lot of interesting presentations.

Edit: oops, I linked page 2... here's the first page.

Last edited by Kartoffel; 04/07/13 08:28.

POTATO-MAN saves the day! - Random
Re: Papers about Rendering Techniques [Re: Kartoffel] #420931
04/06/13 20:33
04/06/13 20:33
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
I didn't even post the "Reaching the Speed of Light" paper yet. Shame on me. :\

Re: Papers about Rendering Techniques [Re: Hummel] #420932
04/06/13 21:18
04/06/13 21:18
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
http://bps12.idav.ucdavis.edu/talks/03_lauritzenIntersectingLights_bps2012.pdf - Paper about tiled lighting and how to optimize it for many lights
http://diaryofagraphicsprogrammer.blogspot.de/2011/02/shadows-thoughts-on-ellipsoid-light.html - Some general information about ellipsoid light shadows, which also pretty much applies to point lights
https://developer.nvidia.com/sites/defau...0to%20Linux.pdf - Some very nice general information about porting from directx to opengl with lots of usefull information

Re: Papers about Rendering Techniques [Re: Slin] #420944
04/07/13 11:04
04/07/13 11:04
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Quote:
Recommendation: Use what you need.

Sounds pretty intelligent, doesn't it?

The documentation about DX->GL is really good!


Visit my site: www.masterq32.de
Re: Papers about Rendering Techniques [Re: MasterQ32] #421368
04/16/13 09:20
04/16/13 09:20
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
http://home.comcast.net/~tom_forsyth/papers/trilight/trilight.html something nearly every commercial game does, but no one ever mentions

Re: Papers about Rendering Techniques [Re: Slin] #421387
04/16/13 12:32
04/16/13 12:32
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: Slin
Trilight
Thanks for sharing, but I don't get it. What is this third color? Sure, it is the color, that fills the gap in bi-directional lighting and can be used in an artistic way.

For an outdoor environment it is also clear that the color 1 is the sun and color 2 the ambient, but what is color 3 then???

And: how does this relate to multiple light sources in indoor scenes?

Although it is simple, it slightly confuses me crazy

Re: Papers about Rendering Techniques [Re: HeelX] #421391
04/16/13 13:09
04/16/13 13:09
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
I was actually more thinking about the different lighting types on just one page, like hemispherical for ambient and bidirectional for some kind of fake, but cheap indirect illumination and so on, I also don´t completely get his final term, but at the moment, I don´t really care, I just stumbled over it searching for information on shadow filtering and slope scaled depth bias for removing surface acne.
The only information I found about glPolygonOffset that was a paper from 2001 and the OpenGL specs... Finally I am using some pretty strange values and it looks good, as long as I don´t choose big filter kernels.
There are however these two really usefull sites on cascaded shadow mapping and general approaches to improve shadow mapping quality:
http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx
http://msdn.microsoft.com/en-us/library/ee416324(VS.85).aspx

I am thinking about giving Exponential shadow maps a try, as for some reason jittered sampling is extremly slow, even with just 4 samples and everything else is also slow when using more than 9 samples. Probably an issue with my 2048*1536 resolution I am testing with, but still I would like it to be faster...

Re: Papers about Rendering Techniques [Re: Slin] #421439
04/17/13 12:18
04/17/13 12:18
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Jittering decreases the amount of cache-hits, afaik. That's the reason it is slower than regular sampling.

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