Thursday, October 22, 2009

River of Lights II

More work-in-progress shots.

12 comments:

  1. Looking good! What kind of framerate / ms are you getting for this?
    How does it look in motion? Maybe you can post a video? ;)

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  2. "Maybe you can post a video?"

    I double that :) BTW very nice smoke. Is it only an impression or is it really lit?

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  3. 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.

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  4. I want to see a video too :)

    -= Dave Neubelt

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  5. Is it a particle system using geometry shaders?

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  6. 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)

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  7. 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?

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  9. I assume this integrates some SPH, doesnt it?

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  10. 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.

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  11. I saw your demo at NVidia Gpu Technology Conference. Very cool. Glad I found your blog.

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  12. 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.

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