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?
Andrew: Interesting that you say that - I started using something like inferred lighting to perform deferred lighting on particles. An early screenshot here: http://directtovideo.files.wordpress.com/2010/01/particle_inferred_lighting01.jpg
It has some way to go before it's really good, but it has some potential.
Looking good! What kind of framerate / ms are you getting for this?
ReplyDeleteHow does it look in motion? Maybe you can post a video? ;)
"Maybe you can post a video?"
ReplyDeleteI 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.
ReplyDeleteAs 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 :)
ReplyDelete-= Dave Neubelt
Is it a particle system using geometry shaders?
ReplyDeleteJust in time for Xmas! :)
ReplyDeleteIt 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?
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteI assume this integrates some SPH, doesnt it?
ReplyDeleteI tried my hand at stippling after being inspired by inferred rendering using it to deal with alpha.
ReplyDeleteYou 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.
ReplyDeleteAndrew:
ReplyDeleteInteresting that you say that - I started using something like inferred lighting to perform deferred lighting on particles.
An early screenshot here:
http://directtovideo.files.wordpress.com/2010/01/particle_inferred_lighting01.jpg
It has some way to go before it's really good, but it has some potential.