I didn't measure this particular scene but judging from what I saw before it is probably 300 - 400 fps on a RADEON 5870. As soon as we have something more impressive we will post a video.
The smoke is not lit ... so far but it is on the list.
It would be great to see these light wrapping AROUND objects as the colors change -- guess it's my production instincts kicking in and thinking "we could fake that with a few textures...." (though not nearly as flexibly)
Do you use stencil masking or something similar to perform lighting only for pixels within the light volume or do you run the lighting for all pixels falling within screen projected light volume?
Wolfgang is the CTO & Co-Founder of Confetti Special Effects Inc.. Before that he was working for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.
11 comments:
Looking good! What kind of framerate / ms are you getting for this?
How does it look in motion? Maybe you can post a video? ;)
"Maybe you can post a video?"
I double that :) BTW very nice smoke. Is it only an impression or is it really lit?
I didn't measure this particular scene but judging from what I saw before it is probably 300 - 400 fps on a RADEON 5870.
As soon as we have something more impressive we will post a video.
The smoke is not lit ... so far but it is on the list.
I want to see a video too :)
-= Dave Neubelt
Is it a particle system using geometry shaders?
Just in time for Xmas! :)
It would be great to see these light wrapping AROUND objects as the colors change -- guess it's my production instincts kicking in and thinking "we could fake that with a few textures...." (though not nearly as flexibly)
Do you use stencil masking or something similar to perform lighting only for pixels within the light volume or do you run the lighting for all pixels falling within screen projected light volume?
I assume this integrates some SPH, doesnt it?
I tried my hand at stippling after being inspired by inferred rendering using it to deal with alpha.
You can see the result I have here of 100 unsorted semi-transparent quads:
http://img691.imageshack.us/img691/9728/stipple.jpg
For the stipple I generate a 16x16 texture filled with random values and use that to as a greater than mask to compare against the alpha value. I also give each quad a unique random offset that updates per frame which prevents two quads of the same opaqueness from getting the same pixel masked out and also since it is continually updating it's harder to recognise the moiré pattern you see in the screenshot.
I saw your demo at NVidia Gpu Technology Conference. Very cool. Glad I found your blog.
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