Interesting 3D images and videos (Not necesarilly Irrlicht)

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.

Postby ent1ty » Wed Mar 09, 2011 7:35 pm

Height2Normal - convert height maps to normal maps

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Postby ChaiRuiPeng » Wed Mar 09, 2011 8:14 pm



magick of the computer gods
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Postby ent1ty » Wed Mar 09, 2011 8:19 pm

Unfortunately, i do not believe in higher power, not even when it's incorrectly spelled.
Height2Normal - convert height maps to normal maps

Code with brain, not heart.
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Postby Mel » Wed Mar 09, 2011 10:28 pm

Interesting video. Very impressive. I guess that is the advantage of a deferred renderer.
http://santiagong.daportfolio.com/
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Postby Luben » Wed Mar 09, 2011 10:35 pm

Any sufficiently advanced technology is indistinguishable from magic
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Postby Radikalizm » Wed Mar 16, 2011 4:33 pm

A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR
Last edited by Radikalizm on Wed Mar 16, 2011 7:37 pm, edited 1 time in total.
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Postby ChaiRuiPeng » Wed Mar 16, 2011 6:19 pm

Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


impressive :)
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Postby pippy3 » Wed Mar 16, 2011 10:16 pm

Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR



That looks very sexy
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Postby Radikalizm » Wed Mar 16, 2011 10:20 pm

pippy3 wrote:
Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)

Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Image


EDIT:

Same scene tonemapped and with a bloom shader added
Image

This uses 64-bit HDR



That looks very sexy


Thanks :D
This engine has almost been in development for a year now, so I'm pretty proud of the result I'm able to get already
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Postby jibblesmgee » Thu Mar 17, 2011 2:59 pm

I think you have to use the Chinese MilkyWay super computer to run that CryEngine for cinema... that's why it's "coming soon"
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Postby freetimecoder » Thu Mar 17, 2011 8:13 pm

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Postby Radikalizm » Thu Mar 17, 2011 8:20 pm

freetimecoder wrote:http://www.youtube.com/watch?v=XgS67BwPfFY&hd=1

soon can't be far away :)


You'd need a monster of a machine to run that at interactive rates at a decent resolution...
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Postby Radikalizm » Thu Mar 17, 2011 9:35 pm

For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4
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Postby serengeor » Fri Mar 18, 2011 7:59 am

Radikalizm wrote:For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4


Looks nice :wink:
What are those objects at 0:47? skybox?
Working on game: Marrbles (Currently stopped).
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Postby REDDemon » Fri Mar 18, 2011 10:05 am

I don't think we will have videogames with CryEngine 3 for a long time and when they will come they will need incredible powerfully machines for running.
OpenGL is not hard. What you have to do is just explained in specifications. What is hard is dealing with poor OpenGL implementations.
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