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Re: A7ITUDE: reflections [Re: HeelX] #452587
06/17/15 21:10
06/17/15 21:10
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HeelX Offline OP
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I refactored the Light Frog code from 11.311 LOC down to 3.248 LOC, sacrificing just cookies (don't need them), glow + tonemapping (things I'll do myself), ambient probes (don't need them), pipeline rebuilding (will be added later again) and model normal maps (I don't need them) ... and still not finished yet. I plan to merge the lighting with pre-calculated lightmaps, Unity style.

Directional sunlight (blueish) + Point light (red) + Spot light (green)

Last edited by HeelX; 06/17/15 21:22.
Re: A7ITUDE: reflections [Re: HeelX] #453552
07/31/15 20:12
07/31/15 20:12
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HeelX Offline OP
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Moving forward!
- in LightFrog, a cubemap was generated for the 2..4 shadow views which was a waste of space, now I create individual render targets
- also, I made it possible to have 1 cascade only
- performance is now for the above scene 125 fps with one cascade, which was 70 fps when I started
- sun and skylight is now separated and configurable
- most configuration is now performed through WED gizmo entities with WED skill templates

Next things:
- genius for CSM for small scenes
- integrate per-pixel environment map reflection pass into light calculation

Re: A7ITUDE: reflections [Re: HeelX] #453556
07/31/15 22:37
07/31/15 22:37
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HeelX Offline OP
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Re: A7ITUDE: reflections [Re: HeelX] #453566
08/01/15 08:39
08/01/15 08:39
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FEL Offline
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PSSM 3 shadows? Is it working on different perspectives?

Dat AA?


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Re: A7ITUDE: reflections [Re: FEL] #453567
08/01/15 09:08
08/01/15 09:08
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HeelX Offline OP
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No, CSM with VSM for the sun and VSM for point and spot lights. However, I target to use only one cascade for the sun in my game, because it is a small scene.

Re: A7ITUDE: reflections [Re: HeelX] #453582
08/02/15 09:52
08/02/15 09:52
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nice job. you could easily turn your VSM into ESM, I fould it faster and better. of course if it works perfectly no real need.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: A7ITUDE: reflections [Re: sivan] #453597
08/02/15 18:54
08/02/15 18:54
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FBL Offline
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Vehicle State Management... Ecu State Manager... as if you were talking about my job. I have no idea what you're talking about... grin

Re: A7ITUDE: reflections [Re: FBL] #453647
08/05/15 17:23
08/05/15 17:23
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HeelX Offline OP
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Originally Posted By: sivan
nice job. you could easily turn your VSM into ESM

Have you something as reference? I am still in the stage of integration, but if there is a huge speed up opportunity, why not?

Originally Posted By: Firoball
I have no idea what you're talking about... grin

VSM = Variance Shadow Mapping ...

Quote:
Variance shadow maps (VSM) replace the standard shadow map query with an analysis of the distribution of depth values. VSM employs variance and Chebyshev’s inequality to determine the amount of shadowing over an arbitrary filter kernel. Since it works with the distribution and not individual occlusion queries the shadow maps themselves can be pre-filtered. This is novel, and allows for very fast soft shadowing with very large filter kernels.


http://developer.download.nvidia.com/SDK...adowMapping.pdf

However.. this is also very new to me.

Re: A7ITUDE: reflections [Re: HeelX] #453648
08/05/15 18:16
08/05/15 18:16
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uh... yeah.... I only ever tried out PCF shadows with alpha transparency support (and possible wouldn't understand the shader code I wrote anymore), but never adapted the code to use orthogonal view... so it was very limited.

Re: A7ITUDE: reflections [Re: HeelX] #453651
08/06/15 06:34
08/06/15 06:34
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sivan Offline
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Originally Posted By: HeelX
Have you something as reference?

yeah, of course in MapBuilder. my contest version contained VSM, later I changed to ESM by modifying it, not totally rewriting. the new version code is more clear, the contest version was really messy.


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