Hi!
Just to show you some progress I made concerning my new renderer: a light pre-pass renderer with relief-mapping over all surfaces! An important feature of this engine is that each texel in the virtual scene is unique. Indeed, no virtual texture mapping is used but simply large 4096*4096 textures! Because no virtual texturing is used, everything is resident in the GPU video memory. Texture for dynamically added objects in the VE are allocated in dynamic texture atlases (using a quad-tree to manage texture space use). As a result, when designing a map (under Maya with my exporter), you have to find a good trade-off between texel density in world space and the size of your map. For me, it is important to have unique texel everywhere to achieve this kind of effects I made before.
Yesterday, as visible on screen-shots, I have finished implementing Virtual Shadow Depth Cube map as described in ShaderX3. I may test later render to cube map using geometry shader.
Thank to this light pre-pass engine, I will be able to easily implement/test several rendering methods like soft particles, light propagation volume, SSAO, etc... The only thing I miss in this engine is spherical-harmonic- or Source-like lightmaps (I wish I had a Beast or Turtle license for this). Currently, it is a Quake3-like lightmap: no directional information about incoming light on surfaces.
With this engine I plan to develop a simple Quake3-like-death-match-with-bots game as a simple demo. If some artist read this post and are interested in designing a death match map, please send me an email. The only thing you would need is Maya2008.
Just to show you some progress I made concerning my new renderer: a light pre-pass renderer with relief-mapping over all surfaces! An important feature of this engine is that each texel in the virtual scene is unique. Indeed, no virtual texture mapping is used but simply large 4096*4096 textures! Because no virtual texturing is used, everything is resident in the GPU video memory. Texture for dynamically added objects in the VE are allocated in dynamic texture atlases (using a quad-tree to manage texture space use). As a result, when designing a map (under Maya with my exporter), you have to find a good trade-off between texel density in world space and the size of your map. For me, it is important to have unique texel everywhere to achieve this kind of effects I made before.
Yesterday, as visible on screen-shots, I have finished implementing Virtual Shadow Depth Cube map as described in ShaderX3. I may test later render to cube map using geometry shader.
Thank to this light pre-pass engine, I will be able to easily implement/test several rendering methods like soft particles, light propagation volume, SSAO, etc... The only thing I miss in this engine is spherical-harmonic- or Source-like lightmaps (I wish I had a Beast or Turtle license for this). Currently, it is a Quake3-like lightmap: no directional information about incoming light on surfaces.
With this engine I plan to develop a simple Quake3-like-death-match-with-bots game as a simple demo. If some artist read this post and are interested in designing a death match map, please send me an email. The only thing you would need is Maya2008.
Black lightmap, two shadowed point light sources
Grey lightmap: directional indirect lighting using
spherical harmonic volume.
For this, I use the library I have developed.
spherical harmonic volume.
For this, I use the library I have developed.
In these screenshots, I only used a uniformly colored lightmap because I did not found time to generate one for this level. And also because I just finished adding point light sources support which will be used for direct illumination (lightmap will only contains emissive surface and global illumination). Next move is adding spot lights and optimizing shaders as well as the way meshes are processed by the engine.
Feel free to ask me some questions! :)