tag:blogger.com,1999:blog-6829904489614710740.post725162429120600624..comments2023-04-05T17:57:40.716+08:00Comments on My Pseudocode Life: Light Prepass Shadow MappingJohn David Bonifacio Uyhttp://www.blogger.com/profile/04108888915485048942noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-6829904489614710740.post-63341222161873796892009-06-18T09:10:14.430+08:002009-06-18T09:10:14.430+08:00i'm imagining your idea A might light up place...i'm imagining your idea A might light up places that shouldn't be lit due to the blur, ala SSAO when the settings ain't right. idea b sounds a bit better, maybe with more scissoring than before (not the lesbian variation) to cut off more fillrate bottleneck. Not sure about the memory requirements. I dunno. I didn't dabble with graphics seriously for weeks (months?) now, so I guess I could be mistaken (the last thing i seriously wanted to do that is graphics related is to dabble with volume textures as my lighting sources, ala LBP, just to replace deferred style lighting. That never took off. Kinda depressing.) <br /><br />@ps3 goons: i owned a PSP. That still makes me a sony ally. If you arrest me, you'll cause very serious diplomatic issues.psykumagskinoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-68118861317683603242009-06-17T14:38:23.680+08:002009-06-17T14:38:23.680+08:00o nga... make peace, not war.
Now KILL!!! KILL!!!...o nga... make peace, not war.<br /><br />Now KILL!!! KILL!!! KILL!!...lah.<br /><br />RE: Light Prepass<br />I just thought of a way to make the lightpass rendering faster.<br /><br />IDEA A: (LOW-RES Lights then BLUR) Render the lights on a lower resolution. And do a slight blurring after all light accumulation. Before doing the Forward rendering.<br /><br />IDEA B: (GROUP LIGHTS then do IDEA A on furthest group) Segregate rendering of lights by distance from the camera in groups. The furthest group render them in a lower resolution buffer. And the closer group into a higher resolution. Something like Pseudo-Cascade Lightpass technique. I guess this is a way to reduce fill-rate bottleneck... if it works ofcourse.John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-64075162692230614722009-06-17T14:26:34.546+08:002009-06-17T14:26:34.546+08:00teka... bat nga pala napunta sa console wars ang u...teka... bat nga pala napunta sa console wars ang usapan? :Dalalaynoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-44107470438402903642009-06-17T14:22:23.233+08:002009-06-17T14:22:23.233+08:00(ps3 squad)
Mga kawal! Hulihin ang uhm.. anti-ps3...(ps3 squad)<br /><br />Mga kawal! Hulihin ang uhm.. anti-ps3 boy! <br /><br />(pero regarding sa deferred sa ps3) kaya pansin mo usually deferred/pre-pass o anumang variation nun ang gamit ng mga first party dev ng sony (i.e. insomniac, guerilla, tska ung phyre engine nila na panlaban kuno sa xna). Although games like dead space and bad company which according to wolfgang, uses also a variation of light prepass, runs well on 360. Ah well, sige na nga... project natal ftw!! hehehealalaynoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-5123945053753593472009-06-17T07:24:16.188+08:002009-06-17T07:24:16.188+08:00(fan_boy mode) f*ck you, my DS rules!
(serious mo...(fan_boy mode) f*ck you, my DS rules!<br /><br />(serious mode) People do say PS3 had some mechanisms that would speed up deferred/light prepass. I saw a white paper regarding this, but I did not read because I wasn't interested, since (fan boy mode) ps3 sucks (prepares for incoming onslaught).<br /><br />Arrggh, must... not... touch... graphics code. Must... complete... shmup engine... ;_;psykumagskinoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-66119337340232078822009-06-17T06:50:43.931+08:002009-06-17T06:50:43.931+08:00The servant shall never be great as the master. Le...The servant shall never be great as the master. Learning means both are advancing.<br /><br />My masters will always be 'da masters.<br /><br />(fan_boy mode)<br />Batuhin kita ng ps3-radioactive lollipop!!!John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-57667062829399573762009-06-17T00:30:25.928+08:002009-06-17T00:30:25.928+08:00(biglang singit ang isang slave)
waaaah... mga ma...(biglang singit ang isang slave)<br /><br />waaaah... mga master (and fafa) ng buhay ko! hehehe. Si sir dave ang magiging future wolfgang at si sir ryan naman ang future carmack. Ako naman eh babalik na lang sa probinsya namin at magtatanim ng kamote. <br /><br />(ps3 fanboy mode)<br />Ndi kakayanin ng 360 deferred shading o light prepass!! <br />(sabay takbo)alalaynoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-60128551934409039352009-06-16T11:56:42.188+08:002009-06-16T11:56:42.188+08:00I've read about light prepass from gamedev.net...I've read about light prepass from gamedev.net before and looks like it's a good idea. Also not sure about translucency, and I may need it more than MSAA. Forward Rendering na lang siguro ung translucent objects. Exp2/Log2 works fine by me, but I guess we have different taste, as it does usually break on some levels. It's more like a middle dynamic range instead of high. Ever tried logluv? (never figured out how to blend it though). Anyways, I might not try any freaky stuffs for quite some time as I vowed to make a 'functioning' platforming game and a shmup before I touch graphics again. So I think this time, you're the master now. ;)psykumagskinoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-63655802022713463412009-06-15T21:03:00.177+08:002009-06-15T21:03:00.177+08:00Well hello there master ry.... I mean psykumagski....Well hello there master ry.... I mean psykumagski. heheheh<br /><br />Yup. Thats the limitation of Full Deferred rendering. Light Prepass on the other hand is a diet slim down version of Deferred. When the prepass and light pass are done, you will do a forward render. Here you can turn on MSAA. Not sure about transluncy though, but it should work with a bit of trick.<br /><br />Currently, I'm drowning myself with math RE:Cascading Shadow Map. I'm basing my implementation on Shader X5-6 and maybe if I get my hands on X7 that also.<br /><br />I also included the exp2/log2 but apparently, this will be tricky with the tone mapping. But according to the graphics GURUs there's a way.... there's always a way.John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-88214131685336160752009-06-15T19:44:27.459+08:002009-06-15T19:44:27.459+08:00Hi Dave! :)
Musta. Love what you're doing s...Hi Dave! :)<br /><br />Musta. Love what you're doing so far. Keep it up. I also tried doing Deferred Shading after seeing the Killzone 2 demo. I love the fact that you can have lots and lots of lights in a scene without the multipass hit in forward rendering. Lack of decent translucency and MSAA almost killed it for me though, but nevertheless I feel this is where many games will use in the near future. I never did try to take it seriously as you did though. I got as far as compressing them all in 32-bit surfaces and using exp2/log2 encoding, and making a simple lighting editor, but that's it. I haven't done those things you've done so far, so now you're miles ahead of me on that one. I'll be waiting for your next entry ;) ...psykumagskinoreply@blogger.com