Gamestudio Links
Zorro Links
Newest Posts
folder management functions
by 7th_zorro. 04/16/24 13:19
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
LPDIRECT3DCUBETEXTUR
E9

by Ayumi. 04/12/24 11:00
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 04/11/24 14:56
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (7th_zorro), 442 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
11honza11, ccorrea, sakolin, rajesh7827, juergen_wue
19045 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 8 1 2 3 4 5 6 7 8
Re: Papers about Rendering Techniques [Re: Kartoffel] #412501
11/27/12 23:24
11/27/12 23:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Technically there is no distinction between "post-processing shaders" and "object shaders". And even on a conceptual base this distinction can be obstructive.

Re: Papers about Rendering Techniques [Re: Hummel] #412502
11/27/12 23:55
11/27/12 23:55
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Hmm, with object-shaders I mean shaders which are run for each pixel drawn of an object, like a common normalmapping shader. For this case, it could be that the same pixel gets attribution from more than one object, if the objects cover that very pixel, but have different depths. With post-processing shaders I meant shaders that work on a G-Buffer or general screen-space bitmaps (like the already rendered image) and are not driven by the actual scene geometry.

Last edited by HeelX; 11/27/12 23:56.
Re: Papers about Rendering Techniques [Re: HeelX] #412503
11/28/12 00:33
11/28/12 00:33
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
But that's the point: shaders always work with geometry ("run[s] for each pixel drawn of an object") and never directly on a bitmap buffer. How would you f.i. categorize the light accumulation pass of a light pre-pass/deferred renderer, where you render bounding geometry (probably low-poly spheres) for your lights and project your G-Buffer content on it to do the lighting calculations in screen-space?
What you call a "post-processing effect" is not more than rendering a full-screen quad and projecting some buffer content and it. But you can achieve the very same effect with arbitrary geometry f.i. bounding geometry to mask certain parts of the scene.
I don't say that it is essentially wrong to speak of "pp-effects", but as a not-so-experienced graphics programmer this distinction can easily lead to wrong assumptions about how a described multi-pass technique actually works. wink

Re: Papers about Rendering Techniques [Re: Hummel] #413694
12/16/12 12:54
12/16/12 12:54
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
Just stumbled over this

http://www.dissidentlogic.com/images/NormalOffsetShadows/GDC_Poster_NormalOffset.png
main site: http://www.dissidentlogic.com/#Normal Offset GDC Materials

Pretty awesome technique to get rid of shadow acne!
Needs a little extra work for a deferred environment though, as you can't really use the "high quality" normalmapped normals from the gbuffer

Works out of the box in forward shading though and is a nice improvement to A8's PSSM shadows. laugh

Last edited by BoH_Havoc; 12/16/12 14:48.

Shade-C EVO Lite-C Shader Framework
Re: Papers about Rendering Techniques [Re: BoH_Havoc] #413742
12/17/12 08:34
12/17/12 08:34
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
would be fine for A8 as its pssm shadows are so ugly in several cases, especially when camera is used freely... and in anther engine I got so smooth and fast ones together with deferred rendering...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Papers about Rendering Techniques [Re: sivan] #413782
12/17/12 20:27
12/17/12 20:27
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Argh, there you are you nasty litte poster! :\
Anyway, thx for posting. Btw, I've updated my post too in the meantime.

Re: Papers about Rendering Techniques [Re: Hummel] #415787
01/23/13 18:30
01/23/13 18:30
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
more stuff

Re: Papers about Rendering Techniques [Re: Hummel] #415790
01/23/13 19:16
01/23/13 19:16
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
thanks!


Visit my site: www.masterq32.de
Re: Papers about Rendering Techniques [Re: MasterQ32] #418332
02/23/13 21:17
02/23/13 21:17
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
update time

Re: Papers about Rendering Techniques [Re: Hummel] #418336
02/23/13 22:06
02/23/13 22:06
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Thank you. This list is awesome!


Always learn from history, to be sure you make the same mistakes again...
Page 4 of 8 1 2 3 4 5 6 7 8

Moderated by  checkbutton, mk_1 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1