You should have OpenGL-compliant videocard in order to correct work of this programs
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Simple technodemo: per-pixel subsurface scattering of light.
Diffuse light component is rendered into lightmap space.
Further passed and scattered light is calculated on the base of 3D lockup texture (128x128x256).
Calculation is not exactly correct from the physical point of view, because it's a simple exponent approximation ;)
Scene is rendered using ready light map.
The demo actively uses dynamic branching so it requires GeForce 6 :)
Without subsurface scattering it looks very
Also you can download a little video (2.1Mb).
SubsurfaceScattering.tar.gz 352.4 Kb | 197867 downloads | 6 feedback messages
Never trust programmers about deadline of a project ;)
6 month gone and 1Mb of code was written...
Planned functionality of Engine_v0.3 was overfulfilled and there will be a lot of features in future ;)
But Engine is no longer an open source project.
All information about it could be found at official Unigine site.
Frustum.org will live and nothing terrible will happen ;). In a month it will be moved to a new hosting, so there could be short-term connectivity problems.
17 feedback messages
Realtime soft shadows of 4 sources of light.
It kills previous generation cards but works good at new ones, FPS is about >50 :)
It looks real awesome :) Shadowing basis is old lightmaps but calculations and smoothing are made by GPU.
It's a simple render into lightmap space, bluring takes place there also. Then a ready light map is used.
Each light map component corresponds one source of light. Thus the 4 sources bluring costs nothing.
Owners of ATI cards could download a little video (4 Mb),
because this demo doesn't work with ATI, though it have to ;)
LightMaps.tar.gz 1.5 Mb | 197867 downloads | 13 feedback messages
Happy New Year for all! Let it be better and more creative than 2004 ! :)
All of the good of Engine_v0.2 is here, other things are rewritten >:) Rewrite process tooks 5 months and there is some incomplete stuff still. Session in the University comes closer, I have less free time in the end of the year. Unfortunately I have no time for new demos. Release of 0.3 version postponed till next month or two. Right now the Engine is in the working condition (68kb of shaders, 970kb of cpp|h files, 56kb of scripts). You can download demos of beta-version here (640x480 39Mb) and here (320x240 15Mb, VERY low quality). 3 test scenes (graphics is at the "Cubes vs Spheres" level) contain: indoor/outdoor scenes; hardware stencil and depth shadows; point, cubemap modulated and directional lights; systems of particles; flares; HDR; physics and 2 fortuitous bugs :). Other features of the Engine, which are absent in demos: 3D sound, hardware skinning. There are no downloadable sources because it's a raw beta >:) All of test scenes and the Engine itself are controlled by scripts like that.
35 feedback messages
Great thanks to
GeForce 6800 GT
, and especially thanks to Keith Galocy and Great Britain NVIDIA office.
This splendid card surpasses my old
for 2-4 times.
I had the same feelings when I switched from MX to FX family :)
FPS is exceeded in all of the demos and all of them are still without nv40 optimizations :)
The card has excellent overclocking potential - it runs without problems on 400/1100 MHz
(I didn't tryied further tests).
I have 300W power source (PowerMan) and there is no any troubles with power (AthlonXP 2500+, 2 HDD).
So, I could recommend it to everyone ;)
Some "warm" words about UPS:
27 September I received a phone call from Moscow concerning the load from Great Britain. I was informed that I had to pay rather large customs duty. So I was shocked a little and moved to the Tomsk custom-house, where I got to know that goods costing more than 300$ could be delayed during transfer (I guess UPS has collusion with customs). A week later UPS had sent bills to me (customs duties $125 + UPS service $65). Transferring money throught banks took another week. As a result a passage from Moscow to Tomsk lasted 18 days and costed $190.
18 feedback messages
Engine_v0.3 (which is coming soon, but whether it be open or closed source is the question) has it's own C interpreter for a long time. Interpreter turned out to be amenable and convenient for external objects integration. What it can't to do: structures (and it isn't planned), arrays (very likely to appear). Vectors, matrixes and strings are the standart data types. External variables, functions and classes could be easily added into the interpreter. Based on this, I wrote GLSHell interpreter, which has built-in basic OpenGL functions, GLApp access and PBuffer, Mesh, Texture, Shader classes. As a result one could create simple demos without using a compiler, so it's very convenient. I'll write more detailed documentation concerned abilities and usage of interpreter, if I have time.
GLSH.tar.gz 993.4 Kb | 197867 downloads | 17 feedback messages
Very psychedelic demo number 50 :) Please don't stare on it for too long...|
If you haven't known the meaning of Alt+Enter yet, it switches all of the last demos to fullscreen.
Invisible.tar.gz 673.1 Kb | 197867 downloads | 14 feedback messages
Terrain lods geomorphing via vertex shader. Joints of lods are absolutely invisible now. Height map is 1025x1025 in size. The terrain is renderred too fast , so here is simple but very realistic water to use free resources ;) There is a pseudo-AI to control camera. This terrain will be presented in Engine_v0.3.
GeoMorphing.tar.gz 1.1 Mb | 197867 downloads | 43 feedback messages
Two optimizations for stencil shadows and lighting, which make possible to increase FPS 2-3 times without any new extensions :) Before I couldn't believe GeForceFX 5800 being able to render 9 ligths with shadows at the speed of 40-60 FPS... But now I can :) The first optimization is the extrusion of shadow volumes to the length equal to the radius of light source, it allows to increase FPS from 27 up to 40. With it there is no need for GL_EXT_depth_bounds_test extension anymore. The second one is a clipping of triangles, which is placed on distance greater than light source radius, via simple vertex shader. The shader moves these triangles to the infinity and sets their size to zero, so they are always invisible. I haven't seen this technique before, althought it increases FPS more than twice. There is also GLSL support and greatly updated base files. Theoretically there should be no problems with ATI cards...
PS: All these optimizations will be included in Engine_v0.3 (this demo was just another successful experiment :))
Lighting.tar.gz 1.3 Mb | 197867 downloads | 26 feedback messages
Simple demo Polar Coords. Screenshot couldn't reproduce how the demo looks in dynamics :)
PolarCoords.tar.gz 517.6 Kb | 197867 downloads | 0 feedback messages
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