tag:blogger.com,1999:blog-595994106258820418.post8941838673117231967..comments2023-04-26T17:17:36.413+02:00Comments on Sebh's blog: My Relief-Mapped Light Pre-Pass Renderersebhhttp://www.blogger.com/profile/14650504326449432531noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-595994106258820418.post-35393962277792611912010-04-23T09:56:26.357+02:002010-04-23T09:56:26.357+02:00Totally agree! Post-processed water is a really ni...Totally agree! Post-processed water is a really nice advantage of deferred renderer over forward one (looks like it is also used in LeftForDead2).<br /><br />Concerning the performance, I am currently running up to 130 fps on a GeForceQuadro3700M (1280*1024) but it depends on the number of light (shadowed or not), physical objects, and texture cache used (relief mapping is expenssive). I think it will be faster on my GF275 and slower with a lot of object and lights... I will compute accurate rendering time soon and post them here.sebhhttps://www.blogger.com/profile/14650504326449432531noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-88791284269559296822010-04-23T09:26:43.647+02:002010-04-23T09:26:43.647+02:00Yes. But this cannot be skipped, unfortunately. Yo...Yes. But this cannot be skipped, unfortunately. You can also use some obvious optimizations like closer far plane, render only some of the objects (less than normally I mean), or with much simpler materials (some sort of shader LOD) etc. It depends on what quality you need :)Anonymoushttps://www.blogger.com/profile/12746925806334085844noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-87682382611991454332010-04-23T09:21:28.162+02:002010-04-23T09:21:28.162+02:00Yeah Riddlemaster, I've read your article, I r...Yeah Riddlemaster, I've read your article, I really like the quality of your water and shores :) But we still have to run the whole renderer to compute the damned reflexion map :(Matumbohttps://www.blogger.com/profile/05077126100494278327noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-17615498554034622772010-04-23T09:10:29.760+02:002010-04-23T09:10:29.760+02:00Thanks,
I think I'll make a really blurry ref...Thanks,<br /><br />I think I'll make a really blurry reflexion then, on a dirty and muddy water pool :) Or work with a desert environment.<br /><br />About your renderer, how well does it run, performance-wise ?Matumbohttps://www.blogger.com/profile/05077126100494278327noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-67946273532255870522010-04-23T09:09:08.887+02:002010-04-23T09:09:08.887+02:00Wow, man you rock :)
actually I did something lik...Wow, man you rock :)<br /><br />actually I did something like you propose for reflections in my deferred renderer. It works pretty ok. Besides as I wrote in this article: http://www.gamedev.net/reference/programming/features/ppWaterRender/ water can be then done as a regular post-processing effect.Anonymoushttps://www.blogger.com/profile/12746925806334085844noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-18317591172695177952010-04-22T19:11:16.346+02:002010-04-22T19:11:16.346+02:00Merci! :))
Yes, reflexion is a bit tricky in this...Merci! :))<br /><br />Yes, reflexion is a bit tricky in this case... Hmm, Maybe you could first run your deferred pipeline as usual from the reflexion camera view point on the other side of the water surface or mirror. This could be done at a lower resolution than your back buffer by reducing the surface used in your GBuffer (by downsizing the viewport). Also, maybe it is possible to ignore shadows during this pass depending one your scene... The generated image from this viewpoint could be stored in a texture and then re-used in the final water pass with distortion based on water normals.<br /><br />This is basically the first idea I get... You can also use a stencil mask to render reflected environment on water surface only but this way you can't get distorted reflection and you have to work at full resolution.sebhhttps://www.blogger.com/profile/14650504326449432531noreply@blogger.comtag:blogger.com,1999:blog-595994106258820418.post-43960374748661784332010-04-22T16:23:33.394+02:002010-04-22T16:23:33.394+02:00ça claque, ya pas à dire :)
You rock, go on with ...ça claque, ya pas à dire :)<br /><br />You rock, go on with your experiments. French PhDs FTW !!!<br /><br />How would you handle water reflexion in Quake3 maps (or any 3d scene...) with a deferred renderer ? I stopped developing mine at that point, I didn't want to create a full G-Buffer for each mirror in the scene. Any idea?Matumbohttps://www.blogger.com/profile/05077126100494278327noreply@blogger.com