Deferred Pipeline with Physically Based Shading. Render demo from
http://www.panda3d.org/forums/viewtop...
Specs: AMD Phenom 9550 (4x2.2GHz), Radeon HD 7750, Arch Linux, Catalyst Drivers.
CC-BY 3.0 Music by Rugi Estalagmita MidiMan: https://www.jamendo.com/en/track/6410...
Features:
Deferred rendering
Separate transparency and forward pass, too
Occlusion
SSDO, SAO and HBAO for high frequency AO
Also voxel traced AO and GI for medium/low frequency AO
Global Illumination
Cone traced Global Illumination
Also cone traced Specular Reflections
Better results than screen space reflections
Blurred reflections are cheap
Dynamic Scene Voxelization
Used for multiple effects like GI, or specular reflections
Allows correct specular refletions, even if ray is outside of view
PSSM
For directional lights, logarithmic splitting
Might support depth dependent splitting at some time
Soft Shadow Penumbras
With variance shadow maps (VSM)
SSSSS
Screen space subsurface scattering
Based on pregenerated light transport map
Multi-Hemisphere-Skybox
Atmospheric Scattering
Based on the work of Eric Bruneton, but improved and adapted for non-spheres
Shadows
Shadow updates delayed over multiple frames
Shadow atlas, also dynamic resolution adaption
Lighting:
Point Lights
Shadows via cubemap
Directional Lights
PSSM Shadows, see above
Ambient Lights
Darken or Bright
Artist controlled Global Illumination
Projector Lights
Like a perspective lens
Projection texture
Can be used for flashlights for example
Area Lights
Caster is a rectangle
Also supports projection texture
Shadows are computed by cone tracing (see GI)
Physically based shading / lighting
Tone mapping (HDR)
Also artist controlled color correction
Blur
Focal Blur
Movement Blur (edges)
Mipmap based + in place 4x4 kernel
Varying radius (DOF)
Maybe Bokeh
Tesselation Shader displacement
Approximated Chromatic Aberration
Specs: AMD Phenom 9550 (4x2.2GHz), Radeon HD 7750, Arch Linux, Catalyst Drivers.
CC-BY 3.0 Music by Rugi Estalagmita MidiMan: https://www.jamendo.com/en/track/6410...
Features:
Deferred rendering
Separate transparency and forward pass, too
Occlusion
SSDO, SAO and HBAO for high frequency AO
Also voxel traced AO and GI for medium/low frequency AO
Global Illumination
Cone traced Global Illumination
Also cone traced Specular Reflections
Better results than screen space reflections
Blurred reflections are cheap
Dynamic Scene Voxelization
Used for multiple effects like GI, or specular reflections
Allows correct specular refletions, even if ray is outside of view
PSSM
For directional lights, logarithmic splitting
Might support depth dependent splitting at some time
Soft Shadow Penumbras
With variance shadow maps (VSM)
SSSSS
Screen space subsurface scattering
Based on pregenerated light transport map
Multi-Hemisphere-Skybox
Atmospheric Scattering
Based on the work of Eric Bruneton, but improved and adapted for non-spheres
Shadows
Shadow updates delayed over multiple frames
Shadow atlas, also dynamic resolution adaption
Lighting:
Point Lights
Shadows via cubemap
Directional Lights
PSSM Shadows, see above
Ambient Lights
Darken or Bright
Artist controlled Global Illumination
Projector Lights
Like a perspective lens
Projection texture
Can be used for flashlights for example
Area Lights
Caster is a rectangle
Also supports projection texture
Shadows are computed by cone tracing (see GI)
Physically based shading / lighting
Tone mapping (HDR)
Also artist controlled color correction
Blur
Focal Blur
Movement Blur (edges)
Mipmap based + in place 4x4 kernel
Varying radius (DOF)
Maybe Bokeh
Tesselation Shader displacement
Approximated Chromatic Aberration
Panda3D Render Pipeline Sponza Demo game dev tycoon mods | |
4 Likes | 4 Dislikes |
524 views views | 2.25K followers |
People & Blogs | Upload TimePublished on 1 May 2015 |
Không có nhận xét nào:
Đăng nhận xét