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Showing posts with the label HLSL

Nebula Rendering

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I'm still tweaking the nebula rendering while it does look good the performance is somewhat lacking viewed from the side of a world

Galactic Cloud is back in

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I just fixed the galactic cloud rendering       And for those who noted it in the previous shots look at the speed

No i'm not dead and lava now glow

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Lava lakes ocean on any other kind of lava now properly glow.   When bloom is enabeled the effect is pretty impressive     It's been a while since the last update but I have been quite busy so no I'm not dead and the project I still going on

Instancing in rrlicht

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    Looks like instancing will finaly have a chance to get implemented in irrlicht       Here it is 5000 sphere individualy animated and rendered in irrlicht. I'm uploading the patch Uploaded http://www.mediafire.com/?qv441dv4anp2jjo 

Planetary Engine v3 : floating point heightmap, clouds , lensflare

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This is my first and very basic atempt to add clouds to my planetary renderer. i'm only using a very simple cloud sphere. I finaly got around fixing the issue i had with TBW's sunflare scene node

Planetary Engine v3 bis

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Today i finaly implemented normal maping the correct way.

Planetary Engine V3

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I have almost completly rewritten the way the planetary engine works and the result are here

Planetary engine update

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Both worlds were generated with the same set of textures. So the possibilities will be endless when i will have a true set of textures.

GOL update

I patched a few things in my old GOL running on HLSL and added an instaler this version should not require any aditional instalation. http://www.mediafire.com/?0cuam1tdhrin6gd

John Conway's Game of Life HLSL edition

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On my Quest to learn HLSL Shader programing i stubeled upon a blog where some one built an implementation of John Conway's game of life using compute shaders after looking up the rules i though about tryingto build one using pixel shader. here is the result running 1024*1024 at 449 iteration per seconds( i might even be able to get a few more out of it) in my edition the dead cells leave a corps behind that slowly fade the color tel wich rule killed them. it runs on pixel shader 2.0 directx 9 while my hardware run shader model 4.1 i generaly build for the lowest possible hardware. randoom cells can spawn from just about any type of image but if you wanna try to manualy build a cell you will need to edit a file pixel per pixel and the file will need to be exactly 1024*1024 So here is the download link  http://www.mediafire.com/?t2ze5jw9q82szcg this version currently require that you install microsoft visual C++ redistribuable here are the links for the downl...

Atmospheric Scattering

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here comes atmospheric scattering this implementation is based on Sean O'Neil openGL implementation wich has been ported to directx for ogre by HexiDave . The original converted implementation was vertex shader based for mie and rayleight color calculation and mixed them in pixel shader to try to obtain a smooth result this made sens when Sean O'Neil implemented it on the merly begning graphic hardware but it gave horrible artifact unless you have a over tesselated sphere irrlicht's 256 polygon sphere were just not cutting it. So i updated the code to make all the calcultations in pixel shader giving a much smoother result independent of the poly count of the sphere.   And for the sake of it a nice sunrise at 1920x1080 (i can't take screen shot in full screen -.-) I just need to verify the license and i will release the completed shader code with constant what is messing and why you most likely are not getting it to work in case you stumbled on my ...