Monday, August 12, 2013

AO good enough?

So here is the bounce lighting combined with the direct lighting.
Got to say I'm a little disappointed, after all that messing around I expected a lot more. There is some nice bounce lighting under the ships bridge coming off the deck. But apart from that it looks mostly like ambient occlusion.
I already have lots of ideas on how to make this better, but I'm keen to get back on to coding rift stuff. So this will have to do for now.

Wednesday, August 7, 2013

Lets bounce

Picked up a new GTX 770 so I felt the need to do some more GPU compute work. I had a go at computing some bounce lighting, this is what I've come up with so far. Its only one bounce and it takes about 24 hours to light 16384 X 16384 pixels. (Think I should stop blaming the hardware and write faster code). I think the sky maybe over influencing the final result. But we'll have to wait until I composite it in before we will know.


Thursday, February 28, 2013

Lawnmower man here we come

I have been reading and watching every thing I can on the Oculus Rift. I can't wait to get my hands (and eyes) on one.
But just because I have never seen one in the flesh doesn't mean I can't try and write code for it.

I had to guess at a lot of stereo properties, but hopefully I want give anyone a stroke.

If you check this video out on a head set please let me know how it looks. Am I even close?

Any way can't wait to play with the real thing, but until then I'll just have to dream.

Thursday, February 21, 2013

3D video test

Started playing around with capturing stereoscopic video and uploading it to YouTube. I used a VT with just AO in it because black and white looks a lot better when viewing with anaglyph glasses.

Looks like the video worked OK  But it doesn't work in HTML 5 mode, so I can't use my Nvidia glasses to view it.

Monday, February 4, 2013

Virtual Texture Demo 05

I have put another video of my Virtual Texture implementation up. This starts as a recap of what a Virtual Texture is then shows off my new decal system.

Tuesday, January 15, 2013

Virtual Texture Demo 04

So as promised here is a video showing off the new uv's and seamless Bilinear filtering. As a bonus I took the page cache size from 4K*4K to 8K*8K and tweaked the mip bias's.
Oh yeah the FPS can now easy hit over 200 and there is still tons of optimizing that can be done. This thing is crazy fast at run-time. :)

Friday, January 11, 2013

Not all GPU's are made equal

My mate Drew sent me a version of the model I've been using with much nicer UV's. So all the pixels are aligned and have a consistent uv density. Which is awesome, But it means I needed to compute all new lighting textures and I didn't want to wait two days like last time. So I installed windows on my Linux box and got it rendering. And I also got my laptop rendering too. But you can see from this data it wasn't really worth it.

ComputerGPUGflopsLight 268435456 pixels
Build(Linux Box)6600 GT47~386 hours
LaptopGT 620M269 ~64 hours
MainPCGTX 460907~22 hours

Any way here is what it looks like.

Hard to see from this image but trust me it looks a lot nicer. Once I fix up the bilinear filtering I'll post another video and you can see for your self.

But I really want to try a 32k * 32K texture next. Which would take about 8 days! So looks like I have some optimizing to do. Unless anyone has a render farm they are not using?

Wednesday, January 2, 2013

Virtual Texture Demo 03

Now you can see the new lighting in action. Plus now if I don't have a page loaded that we need. I just use a page that is further down the mip chain. Its much nicer then showing an invalid texture or having textures flicker until they are loaded in.