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.

Saturday, December 29, 2012

All lit up

So here it is: shadows, ambient occlusion and diffuse all put together.
Note I tried to match the camera angles as best I could from the ambient occlusion images (here)
If it wasn't for those seams I'd be happy. I've had quite the adventure doing some GPGPU'ing to bake out all that lighting data. I should write it all up. But for now I'm off the the beach, To give my GPU a rest  ;)


Shadows

So baked out some shadows at 16k * 16k. It only took 17 hours. I need to spend some time optimizing or get my self a render farm :)

I know what you're thinking, because I'm thinking the same thing. So how does it all look when put together? Well my computer is working on that, should have the results in a matter of minutes.



Thursday, December 27, 2012

Took quite of bit of time

I wanted to get some lighting into my virtual texture demo. So I wrote a super simple GPU light-mapper. Well maybe I shouldn't have made it so simple. Because it took ~32 hours to bake out a 16K * 16K light-map.
Looks OK for a first try, but those seams are killing me. But wheels are in motion to get some nice UV's. Of course the next step is to bake in the diffuse textures as well.

Virtual Texture Demo

I have started playing around with my virtual texture demo again. I have two video blog posts about it here...
and here...
Right now I'am trying to bake out some nice lighting, with a simple lightmap renderer that I wrote that runs on the GPU. Its super slow right now. But I'll talk more about that later.