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SceneGen

 -- AndreSan @ 1106451000
 
 

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[edited 4 times; latest by AndreSan on 1106802000 -- highlight modified text]
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A nice real-time soft shadow projected on the wall.
last modified on 1166229076
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The torch is casting a red light that shakes as the fire does its movement.
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Note the parallax mapping on the closest pillar's bricks.
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You can see a nice specular lighting effect on the wall and a Halo2-like glow effect.
last modified on 1166229076
SceneGen is the real-time 3D engine, I'm currently developing in C++, aimed to the recent GPU. It allows the creation of graphically complex scenes with some advanced lighting and shadowing techniques.

This engine works with a plug-in environment which uses different rendering profiles for a greater compatibility range to the most used graphic cards generations. There are currently 6 rendering profiles. The most advanced one uses deferred shading for a fast dynamic pixel lighting with parallax mapping and combines stencil shadows with pixel shaders to create a beautiful, robust and fast soft-shadow rendering.

SceneGen also has an advanced material system which enables artists to customize every texture and geometry of every game entity (including particle systems). It also supports some post process effects such as glow.

The engine is portable, but I?m presently working on a DirectX 9 rendering plug-in.

-Andr? Santee

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 View CGameProgrammer's Profile

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CGameProgrammer
23 January 2005 6:52 am
#1
The lighting and reflection effects look very good. Do you have a game in mind to use this engine, or are you just focusing on the engine only for the time being?
 
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DrPetter
23 January 2005 10:28 am
#2
I don't see a single pixelated edge, it's so blurry that I would almost guess you're rendering to a low-res texture (with anitaliasing?) and stretching that to fit the window...?
Don't get me wrong, it looks awesome. I am of the opinion that you shouldn't really use a higher resolution than your textures "support" (low res textures + sharp polygon edges = ugly).
I would really like to see a running demo of this.
 
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AndreSan
23 January 2005 2:31 pm
#3
DrPetter: you are not seeing a single pixelated edge because there are no pixelated edges :o) I'm not using shadow mapping, what I do is to blur the stenciled shadows using pixel shaders. I'm also using a kind of edge detection algorithm (in the same shadow bluring shader) to fix some errors that the post proc bluring of 3D elements may cause.
The shadows may be much more soft (blured) than that and it will keep generating non-pixelated edges and correct shadowing.

CGameProgrammer: yes, I have a game in mind, but not for a while. By the way, I'm preparing the demo.
 
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DrPetter
23 January 2005 4:18 pm
#4
Well, I was actually talking about the entire image in general, and not the shadows. Of course the shadows look good too, but that's what I would expect from soft shadows

Soft polygon edges are a bit more unusual (but of course natural if you're rendering to a filtered texture).
 
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AndreSan
23 January 2005 4:55 pm
#5
Oh, you are right. I forgot to disable the texture filtering while rendering the fullscreen quads. I will upload similar screenshots but this time without filtering.
 
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DrPetter
23 January 2005 5:41 pm
#6
I preferred the blurry ones, you should keep that as an option

It would be perfect for creating a unique feel, for a fantasy environment or whatever, or just because it makes everything fit together much nicer.
Take the first screenshot for example, now there's an obvious texture seam along the wall that sort of ruins the look a bit. It wasn't apparent at all before, yet it probably existed in the old picture as well. Blurryness smudges all those little blemishes so that the overall look is a lot more polished. Of course, too much blur would be ugly, but what you had was definitely nice
 
 View AndreSan's Profile

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AndreSan
23 January 2005 6:12 pm
#7
The seam along the wall is not an engine bug or problem, in this case, the problem is caused by less precision modeling. But your opinions and comments are welcome. If filtering is enabled we may not see some details provided by per-pixel specular lighting wich are really nice.
edited on 23 January 2005 6:16 pm 
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no_skill
25 January 2005 6:40 am
#8
the lighnting/shadows are impressive!
 
 View Taharez's Profile

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Taharez
25 January 2005 3:22 pm
#9
Very impressive work
Will definatly be interested in seeing this progress. Sadly I won't be able to run a demo as I only have GF2 level hardware atm.
 
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CGameProgrammer
28 January 2005 2:36 am
#10
It says you edited it, but I can't tell how. Did you just update the description?
 
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