Saturday, May 23, 2009
Deferred Lighting / Particle System
Here is a shot of a GPU based particle system with lights attached to each particle. I used Emil Persson's example Deferred Shading program as a basis to implement a Light Pre-Pass renderer with 4k lights and 4k particles. It runs fairly well on a GeForce 9600 GT here:
Monday, May 18, 2009
Light Pre-Pass: Knee-Deep
Several companies adopted the Light Pre-Pass idea, modified it or came up with similar ideas:
- Crytek: they call it Deferred lighting contrary to Deferred shading. The technique is mentioned in the new Cry Engine 3 presentation here
- Garagegames in their new Torque 3D engine currently in beta. Read the article from Pat Wilson in ShaderX7 and the garagegames website
- Insomniac came up with a Pre-lighting approach that is similar to this. See Mark Lee's presentation from GDC 2009 here
- DICE is using it since a long time already
- I believe EA used it in Dead Space :-)
- Carsten Dachsbacher described a similar idea in his article "Splatting of Indirect Illumination" here and in ShaderX5
One of the interesting areas in this context is the ability to implement a one-bounce global illumination effect with the data in the G-Buffer and the light buffer ...
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