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Author Topic: SSAO for Quest3D (Source code available for purchase)  (Read 58723 times)
March 26, 2009, 01:42:40 pm
You can render into 24bit under DX9 but not in Quest3D, nVidia is promoting this for along time, Ati has similar solution.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
March 26, 2009, 02:29:16 pm
But will it also fill the z-buffer that way? Or only the target buffer?
March 26, 2009, 02:42:22 pm
Only target, might be this is a reson why we can't use it in Quest3D, as R2T channel is using frame buffer.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
March 26, 2009, 05:29:05 pm
Viktor how can i remove the black spot around the spot light? I have a situation that my env is big but when i use a shadow as you know there is always a black circle boundry. Is there anyway to remove it?
Thanks

ali-rahimi.net
March 26, 2009, 06:18:25 pm
Tweak two variables Shadow Far and Shadow Near. Can you post a screenshot? Maybe it's different issue.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
March 26, 2009, 07:01:04 pm
I mean this


* black.jpg (220.96 KB, 1024x737 - viewed 371 times.)

ali-rahimi.net
March 26, 2009, 08:25:13 pm
Yes, that's it, make Shadow Far bigger, ideally shadow Far and shadow Near should set a tight boundary of where your shadow casters\receivers positioned.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
March 26, 2009, 08:40:25 pm
Is it possible to use 3 sets of this shadow for 3 train? I want to use it for a racing game. Maybe that way it work. Could you pleaes manage to do that?

ali-rahimi.net
March 26, 2009, 10:46:30 pm
...I must bow in front of you Victor...
with a little tweaking, some forloops, rendertextures and your brilliant code I managed to create a huge scene with shadows, occlusion and DOF that is capable of rendering 1.2 mil of polys in 1600*1200 with a speed of 47fps (on a standard iMac! duo 2.8/hd2600 pro/4gb - a final user machine). just to let know that it works more than well. some editor grabs from the scene below...

d.


* lager_SSAO+Schatten.jpg (377.1 KB, 1332x960 - viewed 378 times.)

* lager_DOF+SSAO+Schatten02.jpg (337.83 KB, 1332x960 - viewed 342 times.)

* lager_Schatten.jpg (329.14 KB, 1332x960 - viewed 351 times.)
March 26, 2009, 11:07:42 pm
david can you post a demo to try?
Thanks
March 26, 2009, 11:11:15 pm
sure, but I have to compile just a part of the project... the whole thing is made for a customer = rights = problems. Ill prepare a demo during the weekend
March 27, 2009, 12:00:00 am
Really cool scene with the addition of VSM. Even the better that it seems to scale well in more complex scenes, as David shows. Looking forward to the demo. Did you do any tests with large scale urban area's? As this is something that many people are aiming for.
March 27, 2009, 12:31:48 am
not really, I made a circle falloff mask for the rendered shadowmap texture and made the sunlight move with the camera where the circle scales up and down with zoom and angles of the camera so you have the impression it is everywhere - the closer you zoom the more detailed shadows you have (the rendertexture saves just a small portion - i could afford it because of parallel sunlight shadows). all you have to do is to make the sunlight position and the blurring relative to the camera...
I can make a small test with an urban enviro... but first the project muss be finished.

d.

EDIT: when the camera is low, you'll see the edge of the circle falloff in the distance - I used DOF, the edge is blurred and the small gradient doesn't really disturb the eye
March 27, 2009, 09:01:29 am
Looks nice )))
Saw a small light bleeding on lager_SSAO+Schatten.jpg. To fix it, find a function ChebyshevUpperBound, it should be before vertex shader. Inside this function you will fin two important lines:
float   g_minVariance = 0.000001f; //This value should be as small as possible, make it bigger only if precision issue arrise. If you see a noise on surface of object, this is wrong self shadowing, make g_minVariance bigger. At the same time bigger g_minVariance, leads to light bleeding.

p_max = linstep(0.1f, 1, p_max); // This function will remove light bleeding in cost of shadow edge softness. Tweak first argument of function "0.1f", it should be in range 0..1.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
March 27, 2009, 11:14:08 am
thanks, fixed. the problem was my graphics card as well... on a nvidia, everything looks somehow better and runs faster (obvious)...
d.
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