Post Your Irrlicht Screenshots / Render Here.

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

Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Mon Jul 09, 2012 9:54 pm

http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf

Tangentless normal mapping. No I don't want to preprocess my meshes nor upload unneeded tangents.

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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Granyte » Tue Jul 10, 2012 8:36 am

are you generating the tengents on the fly?

I was using techic for normal maping w/o tengents befor i switched to the FVF svn
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby fmx » Tue Jul 10, 2012 9:11 am

the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way :)
Useful for offline editors though

hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 10, 2012 10:35 am

Granyte wrote:are you generating the tengents on the fly?


No, and that's the point. There are no tangents. Do read the paper :)

It works in screen space, per-triangle.

fmx wrote:the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way :)
Useful for offline editors though

hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping


It's likely slower than object-space normal-mapping, but as tangent-space needs a few calculations too, the speed difference to tangent space normals may not be big. CBA to set up traditional tangent-space mapping to compare ;)

Also, as the paper mentions, it was used in Uncharted 2.

Even if it's a little slower than tangent space, it has less limitations (texture _can_ be mirrored/replicated over a mesh), doesn't require uploading unnecessary tangents (less VRAM use, faster uploads), doesn't require mesh pre-processing (all is handled at runtime, via the texture).

In general this class of algorithms is much superior. Anything works, all without preprocessing. Just like screen-space SSAO > pre-calculated SSAO.
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby mongoose7 » Tue Jul 10, 2012 11:28 am

What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?

Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 10, 2012 11:46 am

What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?


I use GL dFdx, dFdy, which correspond to ddx and ddy. The HLSL _fine versions require DX11 cards, but the normal versions and so the GL equivalents should work on anything GL2 (~DX 9.0c).

Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?


No such limit, use all shaders you want.
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 10, 2012 3:05 pm

Testing it with text (normalmapped text, yay!)
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 10, 2012 5:45 pm

I improved the quality a bit. On the speed, with 640x480 all covered I get 300fps - keep in mind this is with tearing prevention, so the full speed would be even higher. Can't complain.

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Re: Post Your Irrlicht Screenshots / Render Here.

Postby fmx » Wed Jul 11, 2012 12:25 am

I cant argue with you on that one, good stuff :wink:
thanks for sharing as usual
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 24, 2012 3:50 pm

Atmospheric scattering (sky color, sun) from ShaderX2.

I'll need to compare this with the ATMOsphere from here once I add luna and stars.

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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Granyte » Tue Jul 24, 2012 9:15 pm

preatty nice colors you have there is this algorythm capable of extra atmospheric effect?
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Tue Jul 24, 2012 10:34 pm

What do you mean by extra effects?
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Granyte » Wed Jul 25, 2012 5:58 am

i mean like the atmosphere seen from the outside but i guess it can't you didn't think about it
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby hendu » Wed Jul 25, 2012 11:03 am

Ah, no, it doesn't do that. It's very optimized for the sky as seen from the planet surface, basically making it do scattering from the outside too would mean picking a different algo.
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Granyte » Wed Jul 25, 2012 7:41 pm

alright that's what i was wondering the one i implemented can do both but i can't get it to output a nice sunset color sky
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