#26 2014-11-25 06:01:08

ThaOneDon
Member

Re: tech thread

Culled and organized the post as much as i could. For now.

Last edited by ThaOneDon (2014-11-25 06:01:17)

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#27 2014-11-25 10:07:59

ImNotQ009
Moderator

Re: tech thread

Much better indeed. Nice

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#28 2014-11-26 06:10:48

ThaOneDon
Member

Re: tech thread

Updates 26/11/2014
Ambient Obscurance/Occlusion
*Hybrid Ambient Occlusion
*Factorized Point-Based Global Illumination

Meshes
*Sphere-Meshes: Shape Approximation using Spherical Quadric Error Metrics

Physics
*Newton Dynamics

Shaders
*Binary Shading using Appearance and Geometry

Last edited by ThaOneDon (2014-11-26 06:51:59)

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#29 2014-11-27 08:28:37

ThaOneDon
Member

Re: tech thread

Updates 27/11/2014
Audio
*YSE

Scripting
*Squirrel

Last edited by ThaOneDon (2014-11-27 08:46:41)

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#30 2014-11-28 05:41:25

ThaOneDon
Member

Re: tech thread

28/11/2014
Shaders
*Practical Particle Lighting

Shadow Maps
*Filter-based Real-time Single Scattering using Rectified Shadow Maps

Last edited by ThaOneDon (2014-11-28 20:17:44)

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#31 2014-11-29 05:54:43

ThaOneDon
Member

Re: tech thread

29/11/2014
Shaders
*SweetFX and GeDoSaTo

Last edited by ThaOneDon (2014-11-29 06:05:33)

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#32 2014-12-01 09:31:09

ThaOneDon
Member

Re: tech thread

1/12/2014
Engine Architecture
*Rendering Techniques in Disney's Split-Second

Anti-Aliasing
*SBAA

Shadow Mapping
*Adaptive Volumetric Shadow Maps

Last edited by ThaOneDon (2014-12-01 09:42:35)

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#33 2014-12-02 08:05:05

ThaOneDon
Member

Re: tech thread

2/12/2014
Anti-Aliasing
*CMAA - Its a good alternative to everything else, we should IMPLEMENT IT AS SOON AS POSSIBLE

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#34 2014-12-04 00:24:11

MatrixCompSci
Member

Re: tech thread

spikeymikey0196 wrote:

Gonna add slightly to the list with this:
DOT Engine AI: https://github.com/MatrixCompSci/DOT


Oh my god... I found this forum by accident when looking up a paper on radiosity and someone mentioned my github....

This is the weirdest thing to happen to me in a while haha.

We just started adding Wiki pages btw describing in a LOT of detail exactly how the engine works, and exactly what the final version is going to do. We also have links to a bunch of papers
https://github.com/MatrixCompSci/DOT/wi … OT%27s--AI

Thanks btw! First forum post that I haven't made that mentions me :D (I've had tons of blog posts but those are less personal).

I can answer any question you have about the engine btw :P

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#35 2014-12-04 00:29:42

RaZgRiZ
Moderator

Re: tech thread

MatrixCompSci wrote:
spikeymikey0196 wrote:

Gonna add slightly to the list with this:
DOT Engine AI: https://github.com/MatrixCompSci/DOT


Oh my god... I found this forum by accident when looking up a paper on radiosity and someone mentioned my github....

This is the weirdest thing to happen to me in a while haha.

We just started adding Wiki pages btw describing in a LOT of detail exactly how the engine works, and exactly what the final version is going to do. We also have links to a bunch of papers
https://github.com/MatrixCompSci/DOT/wi … OT%27s--AI

Thanks btw! First forum post that I haven't made that mentions me :D (I've had tons of blog posts but those are less personal).

I can answer any question you have about the engine btw :P

To be fair i think he just likes collecting them :P
Maybe you'll find something useful out of all that; but anyway, welcome to the forum :)

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#36 2014-12-04 00:34:36

MatrixCompSci
Member

Re: tech thread

RaZgRiZ wrote:
MatrixCompSci wrote:
spikeymikey0196 wrote:

Gonna add slightly to the list with this:
DOT Engine AI: https://github.com/MatrixCompSci/DOT


Oh my god... I found this forum by accident when looking up a paper on radiosity and someone mentioned my github....

This is the weirdest thing to happen to me in a while haha.

We just started adding Wiki pages btw describing in a LOT of detail exactly how the engine works, and exactly what the final version is going to do. We also have links to a bunch of papers
https://github.com/MatrixCompSci/DOT/wi … OT%27s--AI

Thanks btw! First forum post that I haven't made that mentions me :D (I've had tons of blog posts but those are less personal).

I can answer any question you have about the engine btw :P

To be fair i think he just likes collecting them :P
Maybe you'll find something useful out of all that; but anyway, welcome to the forum :)

That sounds very probable. I was confused why DOT was linked to by a shooter. The engine requires 4 hours-ish of computation to really start kicking into high gear. I don't imagine matches would last that long :P

I also hope this is just a compilation for your sake. This would be waaaaay too much on any graphics programmer :P

Last edited by MatrixCompSci (2014-12-04 01:05:55)

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#37 2014-12-04 01:36:56

RaZgRiZ
Moderator

Re: tech thread

Yeah i'm quite confident the dev isn't really interested in implementing any of the assorted technologies and techniques here :P

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#38 2014-12-04 07:11:01

ThaOneDon
Member

Re: tech thread

Some similar stuff been implemented already.(from what i can see)

Last edited by ThaOneDon (2016-06-25 14:42:31)

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#39 2014-12-05 09:57:54

ThaOneDon
Member

Re: tech thread

Updates 5/12/2014
Meshes
*OpenRACM: Random-Accessible Compressed Meshes

Shaders
*Maximizing Depth Buffer Range and Precision


Any feedback on superior tech thats already included in Tesseract is appreciated. It helps me avoid adding anything to the blog thats not necessary.

Last edited by ThaOneDon (2014-12-05 10:40:48)

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#40 2014-12-15 11:41:37

ThaOneDon
Member

Re: tech thread

Updates 15/12/2014
Meshes
*CageIK: Dual-Laplacian Cage-Based Inverse Kinematics

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#41 2014-12-18 04:46:46

ThaOneDon
Member

Re: tech thread

Updates 18/12/2014
Physics
*Projective Dynamics: Fusing Constraint Projections

Scripting
*Goal-Oriented Action Planning (GOAP)

Last edited by ThaOneDon (2014-12-18 17:35:41)

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#42 2015-01-09 01:05:05

ThaOneDon
Member

Re: tech thread

Updates 09/01/2015
ReShade

Anti-Aliasing
*Amortized Supersampling

Shaders
*Geometry-Aware Framebuffer Level of Detail
*Genetic Programming for Shader Simplification

Last edited by ThaOneDon (2015-01-09 13:46:53)

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#43 2015-01-12 16:34:42

spikeymikey0196
Member

Re: tech thread

i'm curious, if you don't use global illumination and deferred shading as two separate shaders, but instead create a one shader that has ray tracing and global illumination ray tracing into it, that would perhaps stop the weird light seams that occur on the edges of the inside of boxes? or would that be too cpu/gpu intensive? :3

MatrixCompSci wrote:

Oh my god... I found this forum by accident when looking up a paper on radiosity and someone mentioned my github....

This is the weirdest thing to happen to me in a while haha.

We just started adding Wiki pages btw describing in a LOT of detail exactly how the engine works, and exactly what the final version is going to do. We also have links to a bunch of papers
https://github.com/MatrixCompSci/DOT/wi … OT%27s--AI

Thanks btw! First forum post that I haven't made that mentions me :D (I've had tons of blog posts but those are less personal).

I can answer any question you have about the engine btw :P

oh xD you're welcome btw :3 i saw it and i thought it had real promise ^_^ i get constant updates on the github so :3

Last edited by spikeymikey0196 (2015-01-12 16:37:54)

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#44 2015-02-02 11:19:26

ThaOneDon
Member

Re: tech thread

Updates 02/02/2015

Ambient Obscurance/Occlusion
Separable Subsurface Scattering

Anti-Aliasing
AGAA

Meshes
Dynamic Feature-Adaptive Subdivision

Last edited by ThaOneDon (2015-02-02 11:38:27)

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#45 2015-02-10 15:37:30

ThaOneDon
Member

Re: tech thread

10/02/2015
Removed bunch papers that were outdated/in use already/worse performing or simply irrelevant

All that remains are papers on tech thats better than whats in Tesseract on some aspects

Last edited by ThaOneDon (2015-02-10 15:39:27)

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#46 2015-02-15 11:49:31

ThaOneDon
Member

Re: tech thread

15/02/2015

Level-of-Detail(LOD)
GPU-Aware Hybrid Terrain Rendering
Screen-Space LOD. I suspect this what most of the industry is using. If not then they should be. Its incredible tech.

Physics
Rubikon (Source 2 Physics)(Valve)

Last edited by ThaOneDon (2015-02-15 14:40:50)

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#47 2015-02-15 23:14:56

chasester1
Member

Re: tech thread

Do you have a paper on model lod and lod model switching (im sure there is a more advantageous way of saying that).

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#48 2015-02-16 12:04:01

ThaOneDon
Member

Re: tech thread

I'n not sure what you need. Models are meshes+textures that animate (extremely crude but simplistic explanation, theres more to it but thats the basics).

Look under Meshes and LOD on original post. Theres variety of ways to save performance. Most of it boils down to where and when you want your models to disappear from memory (distance, view-angle etc).

Tesseract uses MD5's (Doom 3/Quake 4 model format) but Lee Salzman did develop

Inter-Quake Model
http://sauerbraten.org/iqm/

Thou it was deemed unnecessary and dropped from Tesseract as i understand it.

Tesseract's Frustum Culling is extremely efficient.

Last edited by ThaOneDon (2015-02-16 12:15:52)

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#49 2015-02-17 04:12:10

eihrul
Administrator

Re: tech thread

That is just flat-out incorrect and misinformed. IQM works fine and is still there.

Let me put a warning to all reading this thread: ThaOneDon does not in any way speak for or have knowledge of the development of Tesseract, nor does this thread reflect Tesseract's development priorities in any way.

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#50 2015-02-17 08:10:26

ThaOneDon
Member

Re: tech thread

What eihrul said.

That was just opinion by me. Not based on anything internal since i don't speak for Tesseract's devs nor represent anyone whos developing it.

To clarify, Tesseract supports IQMs what i was referring to was media files specific to Tesseract not using it. You can still use IQM's ingame if you want.

Last edited by ThaOneDon (2015-02-17 08:15:22)

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