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Some recent topics started on our forums |
SSAO
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I coded my own interpretation of Crytek's celebrated paragraph titled "Screen-Space Ambient Occlusion" (I lost the link to the pdf).
The paragraph explains a technique to approximate ambient occlusion in realtime, in a very attractive way that do... |
Posted September 6, 2007 10:21:06 AM
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Noise with derivatives
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Hello
I was playing around with Perlin Noise and it's derivatives and made some experiments with the good old fbm function. I slightly modified it (as you do for a ridged or turbulence) so that the noise accumulation of each octave is not constant... |
Posted January 13, 2008 1:35:28 AM
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rendering with distance fields
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hi, this was my entry for the 4 kilobytes procedural image demoscene competition for Euskal Encounter in spain this weekend. the image is 100% procedurally generated, where all data, renderer and display application fit in 4096 bytes (3900 actually).... |
Posted July 28, 2008 12:18:25 PM
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Shader Toy
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Hi there,
This is LINK: Shader Toy, an online shader editor. It's using the pretty new WebGL specification to allow you to edit GLSL shaders. Because the tool is online you don't need to install anything (this will be true the day all br... |
Posted January 25, 2010 1:23:17 PM
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Elevated
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Hi there.
This is a new four kilobytes realtime demo made within the demoscene. It got first position in the 4k intro competition of Breakpoint 2009, last weekend in Germany. In this competition you must create a realtime executable which shows re... |
Posted April 14, 2009 1:33:29 PM
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Realtime Raytracing for Massive Models
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Here are few screenshots of the realtime raytracer we developed at VRcontext (www.vrcontext.com), and that has been presented during the Intel Research Days last week. It's a realtime raytracer designed for massive models. The images are from two dif... |
Posted June 15, 2008 2:46:31 AM
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organix
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A fast work again on distance fields (http://www.gamedev.net/community/forums/topic.asp?topic_id=502848).
You can download and run it yourself
And again, it's fully procedural and all in 4096 bytes (rendering engine, geometry, shaders, te... |
Posted September 28, 2008 2:13:01 PM
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leizex
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yep, a new experiment on raymarching throu distance fields (same technique as http://www.gamedev.net/community/forums/topic.asp?topic_id=509773 and http://www.gamedev.net/community/forums/topic.asp?topic_id=502848
This time it fits in 2.3 kil... |
Posted October 9, 2008 2:11:50 PM
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kindercrasher
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This another demo in 4 kilobytes (engine, music, models, shaders etc all included in an exe). It's OpenGL+GLSL. It features some SSAO and DOF, and it works on pixel shaders 2.0 (yep, ssao even in my old radeon9800 \o/). I hope you like it.
Y... |
Posted May 25, 2008 3:34:53 AM
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Shader 3.0 experiments
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Hi all. These are a few screenshoots I took while experimenting during two days with shaders 3.0 six months ago when I got a sm3.0 capable card. I was hungry to do something that needed conditional branching, so I tried the older cg techniques you ca... |
Posted September 25, 2006 11:58:10 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Imagine - 48k Intro released at Breakpoint 2010
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This is a great 64k intro, very cool and refreshing.
Oh, I like the "be like RGBA" screenshot, hehehe!
iq/rgba |
Posted April 9, 2010 3:09:20 PM
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DX11 DirectCompute Buddhabrot & Nebulabrot Renderer
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i appreciate a lot that you share all these results. thanks, and good work! |
Posted April 1, 2010 8:20:41 PM
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Shader Toy
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You need Chromium, not Chrome. Di you install that one? If not, follow the instructions here http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation ant see if that works. |
Posted January 31, 2010 7:27:12 PM
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Shader Toy
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Yes, it's a restriction in Java Script and the HttpRequest object which cannot do crossdomain connections. But indeed my intention was to allow it so people like you can load their own shaders. I'm considering using JSon to overcome the problem. Will... |
Posted January 31, 2010 3:45:37 AM
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Elevated
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I uploaded the making of Elevated, with some of the tricks (over the second half of the presentation) and used techniques. This is the link with the PDF version. |
Posted September 28, 2009 4:37:46 PM
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Hybrid rendering meets Cornell Box
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Good work. One note though:
Quote:First I shoot rays randomly from point of light and "memorize" the positions that I hit (sounds similar? of course - a little like photon mapping), but what do I do next? I reflect those rays and "memorize" mo... |
Posted August 7, 2009 8:10:41 AM
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Normal Tanks
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So, these are little sprites with normal information, or what? Do they contain a depth value in the alpha channel too for ambient occlusion? Elaborate a bit please... |
Posted June 9, 2009 7:55:16 AM
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AMY : Distance Field Renderer
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This is the other procedural image I made with raymarching in distance fields:
http://www.gamedev.net/community/forums/topic.asp?topic_id=509773
Both that and http://www.gamedev.net/community/forums/topic.asp?topic_id=502848 are almost realtime... |
Posted May 24, 2009 12:02:46 PM
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Elevated
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JustChris, there IS some demoscene in the US (although it's really small compared to the european one): http://www.demoparty.us/2009
DanoruX, we don't have access to any windows 7 machine, so we cannot test I'm afraid :(
Foldaway, now the... |
Posted April 26, 2009 8:05:05 PM
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Elevated
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no, this is direct application of the derivative noise, no tweaks of any sort.
For the implementation, I had to find a compromise between space and speed. First I used a hashing system for the random lattice, which was the smallest solution but i... |
Posted April 15, 2009 10:47:34 AM
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View All Replies Made By This User
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