Κυριακή 23 Νοεμβρίου 2008

Depth of Field


I implemented the depth of field shader described in ATI 'Advanced Depth of field' paper which produces very nice results.





In this screenshot head and gun are blurred as they are closer to the camera.I would have much better results if I have a background to that  well maybe next time.

Σάββατο 22 Νοεμβρίου 2008

SSAO 2


fixed some bugs from the previus shader  and this is the last result .
If anybody is interested I can post the render monkey project.The above screenshot is from my dx10 engine.I have to admit I did a lot of stupid mistakes but what the hell this time i think and I hope also that the result is good (i think i said that before)

Δευτέρα 10 Νοεμβρίου 2008

SSAO Revisited


This is the follow up to the ssaoimage I posted in gamedev. I spend a lot of time for producing
a good result especially with depth values so instead I ve use normals.I think that there can be more than one implemantation and I know that this is not physically 100% correct but its nice.






Τετάρτη 1 Οκτωβρίου 2008

MD5 Model in DX10


I port my md5 loader code into my dx10 engine.I optimise it a little bit and I made a few modifications for example I calculate normal weights instead of recalculating all normals after creating an animated pose.Still I have to do the same thing for the tangents and as far as I know it has to be done the same way as the normals.This means I have to calculate the tangents from the bindpose vertices ,rotate them using the joint quaternion and then create the tangents weights and finally get their weight sums during the animation.





Σάββατο 9 Αυγούστου 2008

Τετάρτη 6 Αυγούστου 2008

Screen Space Ambient Occlusion

I found a couple of articles about ssao and i decided to create a render monkey project to implement the algorithm.Actually this is a mix of two shaders which can be found in the following articles
http://www.codeplex.com/XNACommunity/Wiki/View.aspx?title=Screen-Space%20Ambient%20Occlusion%2c%20c%u00f3mo%20implementarlo&referringTitle=SSAO

http://www.gamedev.net/community/forums/topic.asp?topic_id=488598

Image without ssao










Image with ssao

Δευτέρα 21 Απριλίου 2008

DOOM3 Level Geometry


Screenshot of a doom level in wireframe (alpha labs 1).I use the data from the proc file no bsp
info at this moment.

DX10


I decided to write a new engine based on the DX10 render pipeline .I implement a small framework capable of handling vertex and index buffers,textures,lights,camera and shaders through a series of wrapper classes.Instead of starting as a small tech demo I had an api in my
mind which is going to be enriched in the way.This is the first screenshot of a shader for Phong shading.There are a lot of thing to be done
first is the porting of md5 loader code from dx9 to dx10 plus the other stuff from my previus engine.Last I begun to implement a doom3 proc file loader which is a mess at this point but it loads the geometry of the level and textures (need to parse the mat files).

Κυριακή 20 Ιανουαρίου 2008

Fake Hdr


I decided to create a series of post effects in my engine,as usual my reference were the shaders from rendermonkey .The first post effect is based on the fake Hdr shader provided by ATI.I stuck in the set get render targets for a while (I used them before for the shadow map but this time the stuff was a liitle bit more complicated) at the end I was rewarded for my persistance :).The sky box shader is taken from the Frank Luna's book Directx 9c Programming a shader approach.I forgot to mention that I enchanced the bump map shader to receive the enviromental values from the enviroment map with interesting results!!Last I play with the exposure value and I created a simple day/night cycle effect .I believe that with a slight modification I can include some tone mapping but I have to figure out how to handle proper hdr images.

Δευτέρα 14 Ιανουαρίου 2008

First Steps Towards a 3D Engine

This is the first post for the new year so best wishes to anyone reading this blog!!
My little tech demo has turned into a dll ,I made changes and fix some nasty bugs ,although I have a small problem with reseting the device .The plan to change the code and reorganize it in order to look like an API ,after that my priority is to construct a post effect framework in order to include
depth of field and motion blur effects.Last I gave my engine a name .. YediOne .