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Author Topic: finally Deferred  (Read 8707 times)
December 30, 2014, 12:31:47 pm
Thanks. Yes it dose work, but it makes the whole thing slow. It's not practical. Is there any other way? And what about the jittering filter?

ali-rahimi.net
January 02, 2015, 12:04:03 pm
Yes unfortunately this method is to slow for real-time usage.
And maybe i have to change also to camera shadows.
For filter I would have thought that the normal from the gbuffer would be a good idea.

Happy new year to all of you  Wink
January 11, 2015, 12:58:34 am
Does anyone knows a good instruction page for SSR ?


* Ocean.bmp (5666.26 KB, 1628x891 - viewed 242 times.)
January 11, 2015, 01:27:26 am
natur generator using raycast


* raycast.bmp (5666.26 KB, 1628x891 - viewed 231 times.)
January 11, 2015, 10:54:23 am
Great. What do you mean by raycast? What about the performance?

ali-rahimi.net
January 11, 2015, 06:34:30 pm
Just the generator is based on raycast by using the terrain collision to get position of the instances.
January 13, 2015, 08:45:45 am
Looks cool  Shocked
January 13, 2015, 05:31:30 pm
Hello again,  Wink
I finally did it,
I have grouped all instances and now i can cull them,
BUT i realized that if i canīt see a group they still get rendered by the sun camera.
Has anyone a solution for this?


* Cull.bmp (5666.26 KB, 1628x891 - viewed 239 times.)
January 13, 2015, 05:35:51 pm
Ah sorrrryy i just solved it  Cheesy
now i can use a million of Instances  Evil
Yupeeeee!!!

now i try it using different LOD levels

Its super easy for everyone who wants to know how it can be realized:
-bake all Grouped instanceMeshes and positions to Array
-render by using a for loop wich selects the right Data
-use Check AABB for frustrum culling


* Unbenannt.PNG (154.87 KB, 1131x801 - viewed 347 times.)
January 13, 2015, 08:05:27 pm
HWinstancing+OccCulling+FrustrumCull+LOD=100.000 & 40fps  Cheesy


* massive Instancing.bmp (5666.26 KB, 1628x891 - viewed 259 times.)
January 13, 2015, 08:28:55 pm
Great. OccCulling? How?

ali-rahimi.net
January 13, 2015, 09:30:40 pm
With colision ray check.
first you have to get the distance from your camera to Intersection point and the instance.
If the Intersection point distance is < than the instance distance than dont call the instance group.

But it is required to do this after the frustrum culling because otherwise it will calculate unnecessary parts which are anyway deactivated by frustrum.
January 27, 2015, 06:49:13 pm
Godrays ^^


* ray.bmp (5666.26 KB, 1628x891 - viewed 227 times.)
May 16, 2015, 08:06:50 pm
hi,
it was a great time to work with Q3d but at least the moment has come to leave  Cry
May 17, 2015, 09:09:28 am
There are not many left now .
last nail in the coffin+
I have already started looking at UE.
Do you Want to share the source file ?
Have a good time
Regards / LWood
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