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Well, it's been a long time that I didn't post a message. There were many reasons to that, one of them was undergoing surgery of my right shoulder and then being out for more than 2 months. So let's make some new with old stuffs. Back in 2004...
I was working on something else (and took holidays), didn't have the time to go back to the renderer until three weeks ago. At first I wasn't considering these three weeks work as a part of the SM3 Renderer, so I didn't want to update this...
I added Gamma Correction, bump/normal mapping, and Depth of Field. I also fixed few bugs. ScreenShots of Gamma Correction No correction Gamma corrected It’s brighter where it should be, and still dark where it should be too. The picture was took...
Parallax mapping is finished. The whole production pipeline is now ready for that technique. The 3D Studio MAX plugin now computes the correct scale/bias and can also display the result in a custom view. Screenshots As you can see, the specular highlight...
Added projector texture for Point and Spot lights. A cube map is used for the Point Light and a 2D texture for the spot, both are almost free concerning the rendering time. Parallax mapping is almost done. The technique itself is quite simple, but it...
Ok for some mysterious reasons using four MRTs can generate big slow down on the 6800. So I separated the render of the MRT in two passes, the first one renders the Z-Buffer and the Z-MRT, the second one renders the three other MRTs (albedo, normal, material...
I implemented Point Light shadows, soft shadows on spot lights. Soft shadows on point lights are still in progress, the result is not great so far. I also implemented the tone mapping to the back buffer of a different size than the deferred buffers, not...
Perspective Shadow mapping is a real pain… I can’t get it work correctly, I’m putting the code on hold, and I’ll get back on it later.
Lost three days into a partition crash! Almost lost the 150gigs of data stored there, took more than a day to recover everything.
Implemented the spot light rendering. I have now the three basic types of light: directional, point and spot Added a Gaussian filter after the creation of the Occlusion Map. The results speak themselves, that is definitely a must have! The nightmare has...
I’ve programmed the routine to compute a texture storing the ambient occlusion of a given mesh. The result is as expected: great! (see the screenshots). The computing process can take a while, had to throw a lot of rays per texel to get an accurate...
Not much, I made the renderer plug-able for our shaders, add a better lighting support (see screenshots). I added a fourth Render Target. The surface type is D3DFMT_A8R8G8B8, it stores the specular intensity, specular power, and occlusion factor (not...
I’ve spent too much time the last few days to make D3DX working with Irion. The library is static, and doesn’t like our custom new/delete operators. The bug is not solved yet (appears to be a problem on the Microsoft’s side), but I temporary...
Ok, I have my new GeForce 6800 GT, the latest beta of the DirectX 9.0c SDK, the latest beta of nVidia’s drivers (SM3 enabled). Let’s start! I read many papers, watched some samples, I’m getting back in the 3D programming slowly as I...