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Search found 484 matches Page 47 of 49
by Azaezel
Thu Feb 19, 2015 6:04 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
One showed light though objects, the other shows objects through objects.
by Azaezel
Thu Feb 19, 2015 12:43 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
Translucency striped from deferred and pbr, AO mask added on the PBR end, Op updated to include a quick workflow writeup.
by Azaezel
Thu Feb 19, 2015 12:08 pm
Forum: Rendering
Topic: Offline Light Propagation Volumes
Replies: 67
Views: 29410
Doesn't yet. but there enough bits and bobs to modulate the projected data.
by Azaezel
Wed Feb 18, 2015 10:05 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
The static/dynamic shadowmap mixing will take up more memory usage because of both maps, but the total rendered polys should be roughly the same since stock renders all the shadows all the time. Unless things are being shadow casted more than once, there should be no difference in polys with static...
by Azaezel
Wed Feb 18, 2015 9:41 am
Forum: Rendering
Topic: Decal Bias Issue
Replies: 3
Views: 2460
Why the negative number for an offset?
by Azaezel
Tue Feb 17, 2015 11:39 am
Forum: C++
Topic: Multithreading the engine
Replies: 21
Views: 12694
The renderinst and renerDelegate subsystem is basically a break off of renderable data from a given overall class, submitted to the renderer subsystem, so there's bifurcation there that may bear looking into... definitely a real spiderweb at present though.
by Azaezel
Tue Feb 17, 2015 11:19 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
Host of folks need thanking for getting it this far. Matter of fact, updating the OP with Da List, since it occurs to me not everyone follows links...
by Azaezel
Tue Feb 17, 2015 11:01 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
Higher polycount/fewer drawcalls bit is due to the pair of shadowmaps cycling at different (in the scene the same, since scattersky is configured for dynamic shadow motion) rates. and yeah, linerization is used to get a result that closer matches art-tools spit-out for textures. (that and dear god t...
by Azaezel
Tue Feb 17, 2015 10:44 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
The numbers aren't anything I'd write home about at present: (All shots taken at highest settings for maximum load.) stock: http://i.imgur.com/ltJBBN4.jpg deferred: http://i.imgur.com/awl8lGW.jpg pbr: http://i.imgur.com/NY144Zu.jpg There's a few more places we can make gains, like ditching the shade...
by Azaezel
Mon Feb 16, 2015 11:50 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 75479
How it started: http://www.garagegames.com/community/forums/viewthread/136389 First set of prepwork http://www.garagegames.com/community/forums/viewthread/137917 Contributing crew: Andrew Mac Tim Newel Haladrin Timmy Anis Luis MangoFusion Principles: The general high-level philosophical approach to ...
Search found 484 matches Page 47 of 49