#76 2015-04-29 14:10:07

Pritchard
Member

Re: tech thread

I was mostly referring to your post about LITHTECH, but I just checked the main post and realized it was in "reference" so never mind :p

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#77 2015-07-03 01:52:29

ThaOneDon
Member

Re: tech thread

03/07/2015

Ambient Obscurance/Occlusion
Wavelet Point-Based Global Illumination
GEARS: A General and Efficient Algorithm for Rendering Shadows (Optimized Soft Shadows)

Last edited by ThaOneDon (2015-07-03 01:52:38)

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#78 2015-07-30 19:50:17

MatrixCompSci
Member

Re: tech thread

To anyone confused with the DOT 404, its because DOT only went open source during its Alpha testing phase.
Sadly, we have removed UE4 support, and DOT is more oriented around high end consumers and enterprise now (Min requirement of compute model 5_2 for NVIDIA, and no AMD support in planning until Vulkan has matured).

https://www.reddit.com/r/dotofficial/co … been_very/

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#79 2015-09-18 05:33:25

ThaOneDon
Member

Re: tech thread

18/09/2015

Ambient Obscurance/Occlusion
Real-time Rendering of Subsurface Scattering according to Translucency Magnitude

Last edited by ThaOneDon (2015-09-18 05:33:38)

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#81 2015-11-03 17:39:55

MajorLunaC
Member

Re: tech thread

Does this site have anything you didn't cover? (Mainly links at top and sidebar):

http://0fps.net/2013/07/03/ambient-occl … ke-worlds/

Some of the techniques are implemented by the guy's game Craft, and his Other Projects.

There's also the actively developed derivative that has a nice client-server system that allows loading of server-side mods without the client needing to download them, as well as preventing cheating extremely effectively: Konstructs

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#82 2015-11-05 07:21:36

ThaOneDon
Member

Re: tech thread

5/11/2015

Renderer
Practical Clustered Shading
Part 2

Contrary to rumors...
Doesn`t require DX11, runs just fine on OpenGL 3.3+. (Confirmed it in forums by researchers themselves)

Last edited by ThaOneDon (2015-11-05 22:21:37)

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#83 2015-12-15 19:35:53

ThaOneDon
Member

Re: tech thread

15/12/2015

Shadow Mapping
Adaptive Depth Bias for Soft Shadows
Efficient solutions to biggest issues with Shadow Mapping like Shadow Acne and Peter Panning.
Also extends it to Soft Shadows - PCF.

Last edited by ThaOneDon (2015-12-15 19:36:57)

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#84 2015-12-24 16:29:50

ThaOneDon
Member

Re: tech thread

24/12/2015

Resource Pages
HORDE3D ENGINE - Eclipse Public License v1.0

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#85 2016-01-29 16:13:48

ThaOneDon
Member

Re: tech thread

29/01/2016

XEngine - MIT License (http://graphics.cs.aueb.gr/graphics/dow … 0_Dist.rar)
(Why? - C++ Scene Graph-based Deferred Rendering API)


Renderer/Rendering
Unifying points, beams, and paths in volumetric light transport simulation
SmallUPBP - 3 licenses - MIT/Apache 2.0/modified BSD
optimization
There are many different explanations of what "physically based rendering" exactly entails. Heres a paper that covers most aspects of it thoroughly and small renderer to get inspiration from.

Algorithms and other crazy stuff
What it says. Check "directional derivative" for example.

Ambient Obscurance/Occlusion
Adaptively Layered Statistical Volumetric Obscurance
SSAO-depth haloing done in 1 layer.
more precisely...
We accelerate volumetric obscurance, a variant of ambient occlusion, and solve undersampling artifacts, such as banding, noise or blurring, that screen-space techniques traditionally suffer from. We make use of an efficient statistical model to evaluate the occlusion factor in screen-space using a single sample. Overestimations and halos are reduced by an adaptive layering of the visible geometry. Bias at tilted surfaces is avoided by projecting and evaluating the volumetric obscurance in tangent space of each surface point. We compare our approach to several traditional screen-space ambient obscurance techniques and show its competitive qualitative and quantitative performance. Our algorithm maps well to graphics hardware, does not require the traditional bilateral blur step of previous approaches, and avoids typical screen-space related artifacts such as temporal instability due to undersampling.

Level-of-Detail(LOD)
Fast Terrain Rendering with Continuous Detail on a Modern GPU
How to achieve fast terrain rendering using combination of best what was available (that we know) at the time this was posted.

Last edited by ThaOneDon (2016-01-30 23:50:27)

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#86 2016-01-30 08:22:08

ThaOneDon
Member

Re: tech thread

30/01/2016

Anti-Aliasing
DCAA
The key insight is a decoupling of visibility into depth and coverage samples, allowing much higher resolution coverage samples in a usable memory footprint. Prototype demonstrates only a few surface shades per pixel can provide quality comparable to highly supersampled images.

Renderer/Rendering
BVH Accelerated Shading - Simple Alternative to Clustered Shading for Thousands of Lights
A way to handle thousands of dynamic lights in a very simple and easy to implement manner. With the right data-structure you can forgo the costly clustering and light assignment steps, and cheaply cull the lights affecting each pixel directly in the fragment program while shading.

Meshes
3D mesh compression: survey, comparisons and emerging trends
Good roundup.

POMAR: Compression of Progressive Oriented Meshes Accessible Randomly
With the ever-increasing precision of 3D meshes in application domains such as computer-aided design,
simulation, medical imaging, digital heritage and entertainment, solutions must be found for their efficient storage, transmission and visualization. Lossless mesh compression allows the size of the input data to be reduced without losing any information, except a tolerated geometry quantization. Therefore it lowers mesh storage and transmission costs.

Audio
TinyOAL
Apache License v2.0(free for even commercial use). Open-Source. Constantly updated. Cross-platform. Written for C/C++ and .NET.
A minimalist OpenAL Soft audio engine for quick implementation.

Shadow Mapping
Irregular Adaptive Shadow Maps
A tile based partitioning scheme is provided to facilitate dynamic customizability and allow for adaptive distribution of resources at run time which leads to more efficient use of memory resources.

Sub-Pixel Shadow Mapping
Conservative Rasterization guarantees the full area of a triangle has a presence in the buffer after rasterization. Since only the triangle closest to the light is stored in each texel false-negatives can occur during shadow tests because of missing triangles in the buffer. To solve this SPSM recreates the eight additional triangles stored in the sampled texel’s 3x3 neighborhood for more accurate results.

Scripting
GOAP
Extensions (Adaptive Layered): http://eldar.mathstat.uoguelph.ca/dashl … aper_4.pdf

Last edited by ThaOneDon (2016-01-30 14:10:10)

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#87 2016-01-30 23:21:17

ThaOneDon
Member

Re: tech thread

31/01/2016

Renderer/Rendering
Practical Clustered Shading
Part 2
To Combine/Make it work with PCF`s etc:
http://w3-o.cs.hm.edu/~nischwit/LightCluster_WSCG.pdf
http://www.cse.chalmers.se/~d00sint/mor … s_tvcg.pdf
Used in Just Cause 3 (made by Avalanche Studios) and other titles. Seems to be different and more efficient than whats in Cryengine/Frostbyte.
Set up seems to be very minimalistic approach to Clustered Shading.

Level-of-Detail(LOD)
A Multi-threaded Multi-context GPU Methodology for Real-time Terrain Rendering
Based on multi-threaded multi-context method that works on two separate activities. Each activity is assigned to its own CPU thread and GPU context. The LOD hierarchy is constructed on the GPU context of the errors activity and stored as a 2D texture map. This texture map is used by the blocks rendering activity via its CPU thread to initiate the rendering process by sending different terrain blocks as translation and scaling parameters to its GPU context, which uses a reusable single shared vertex and index buffer to render the required block based on the passed parameters and the height-field texture.

Textures
Ptex: Per-Face Texture Mapping for Production Rendering
Actual Implementation+Improving Sampling: https://developer.nvidia.com/sites/defa … 20Ptex.pdf
http://jcgt.org/published/0002/02/07/presentation.pdf
Film quality, efficient, setup-free texture mapping that stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface reducing memory and I/O requirements significantly.

Last edited by ThaOneDon (2016-01-31 20:54:58)

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#88 2016-02-02 12:26:02

ThaOneDon
Member

Re: tech thread

02/02/2016

Ambient Obscurance/Occlusion
Scalable Algorithms for Height Field Illumination
Comparison of FFAO/LSAO to Alchemy/HBAO`s methods/algorithms, how to make the most of it, tips etc

Physics
Rubikon (Source 2 Physics)(Valve)
More: http://media.steampowered.com/apps/valv … tegies.pdf
Sergiy Migdalskiy goes thru entire development of Rubikon in detail.

Last edited by ThaOneDon (2016-02-02 21:15:34)

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#89 2016-02-09 00:12:50

ThaOneDon
Member

Re: tech thread

09/02/2016

X-RAY 1.6 Engine(fork - Open X-Ray Call of Chernobyl Edition) - STALKER Series - Copyrighted - GSC Game World

Newer up to date version of X-Ray made by awesome ppl from the modding community.
Can compile in VS2013 and use LuaJIT2+ now plus tons of other enchantments.

Last edited by ThaOneDon (2016-02-09 03:31:22)

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#90 2016-02-10 15:14:14

ThaOneDon
Member

Re: tech thread

10/02/2016

Urho3D - MIT license - Tons of Large Level/Terrain Rendering and Level-of-Detail(LOD) Solutions (comparable and some ways better than commercial software)

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#91 2016-02-10 18:21:58

gaya
Member

Re: tech thread

Urho's terrain LOD is not very good. Lumix's implementation of CDLOD is much better: https://github.com/nem0/LumixEngine

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#92 2016-02-11 07:13:47

ThaOneDon
Member

Re: tech thread

i see

it does have working implementation of crnlib/crunch

Last edited by ThaOneDon (2016-02-14 23:26:22)

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#93 2016-03-07 03:26:34

ThaOneDon
Member

Re: tech thread

07/03/2016

AnKi 3D
Homepage - BSD license - Supports Physically Based Rendering/Clustered Deffered Shading/SSAO/HDR/Newton Game Dynamics or Bullet Physics/LUA Scripting/Vulkan support(WIP)

Last edited by ThaOneDon (2016-03-08 02:18:28)

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#94 2016-04-13 07:08:46

ThaOneDon
Member

Re: tech thread

14/04/2016

Ambient Obscurance/Occlusion/GI
Many-Light Real-Time Global Illumination using Sparse Voxel Octree While off-line GI algorithms such as ray tracing and radiosity can generate physically accurate images, their rendering speeds are too slow for real-time applications. The Many-Light method is one of many novel emerging real-time global illumination algorithms. However, it requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Proposed hybrid real-time GI algorithm utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests.

Rendering
Bidirectional Clustering for Scalable VPL-based Global Illumination Bidirectional clustering approach... by hierarchically evaluating both the virtual lights and the shading points. This allows reusing radiance evaluation between pixels, and obtaining sublinear costs with respect to both lights and camera samples.

Shaders
Deep Shading: Convolutional Neural Networks for Screen-Space Shading Deep Shading leverages deep learning to turn attributes of virtual 3D scenes into appearance. CNNs can actually model any screen-space shading effect such as ambient occlusion, indirect light, scattering, depth-of-field, motion blur, or anti-aliasing as well as arbitrary combinations
of them at competitive quality and speed.

Last edited by ThaOneDon (2016-04-14 20:20:45)

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#95 2016-04-15 07:38:53

ThaOneDon
Member

Re: tech thread

15/04/2016

Ambient Obscurance/Occlusion/GI
Overview of biased light transport and light source minimization techniques Report offers an introduction about bias and consistency to help understand the difference between widely used biased and unbiased rendering algorithms. Different photon mapping algorithms were used to render comparison images to visualize the strengths and weaknesses of the techniques.

Caching/Streaming/Compression
Clustered Pre-Convolved Radiance Caching
Order of magnitudes faster than other/similar methods. Enables reusing the incident radiance computed at a surface point for its neighborhood. In addition, describes a distribution strategy that places the RCs according to screen-space clusters to ensure all pixels have valid radiance data when evaluating indirect  llumination.
https://pdfs.semanticscholar.org/1f77/e … 3f3b2f.pdf
http://people.mpi-inf.mpg.de/~ritschel/ … ceCaching/

Last edited by ThaOneDon (2016-04-15 08:00:34)

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#96 2016-04-17 07:54:33

ThaOneDon
Member

Re: tech thread

17/04/2016

Shaders
A System for Rapid, Automatic Shader Level-of-Detail Using an optimized greedy search algorithm, adding parameter binding time processing capabilities (parameter shader), and a simple but general simplification rule (ACSE) yields a system that can process complex game-style shaders to produce policies featuring simplified shaders similar to those created by hand.
http://graphics.cs.cmu.edu/projects/lodgen/

??? ... hmm
Adaptive Quantization Visibility Caching
Quantizes the visibility function's domain while ensuring a minimal degradation of the final image quality. To control the introduced error, adapts the quantization locally, accounting for variations in geometry, sampling densities on both endpoints of the visibility queries, and the light signal itself.

A Parametric Space Approach to the Computation of Multi-Scale Geometric Features Decouples the computational complexity from the underlying geometry and in contrast to other parametric space methods, it is not restricted to a specific feature or parameterization of the surface.

A Fresh Look at Generalized Sampling It decomposes a filter into two parts: a compactly supported continuous-domain function and a digital filter. This broadly summarizes the key aspects of the framework, and delves into specific applications in graphics. Using new notation, concisely presents and extends several key techniques. In addition, demonstrates benefits for prefiltering in image downscaling and supersample-based rendering, and analyzes the effect that generalized sampling has on the noise due to Monte Carlo estimation.

Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects An interactive GPU-based method of sheared filtering for Monte-Carlo rendering of distribution effects. Proposes a novel factorization of the 4D sheared filter into two 2D filters, and further splits each 2D filter into two 1D filters. A complexity analysis of the method, also compares it to axis-aligned filtering.

Last edited by ThaOneDon (2016-04-17 08:19:26)

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#97 2016-04-18 14:17:39

ThaOneDon
Member

Re: tech thread

18/04/2016

Ambient Obscurance/Occlusion/GI
Global Illumination in Participating Media Photon mapping, radiance estimation methods, virtual light methods and a technique to model photon density using Gaussian mixtures. Choosing the method which converges the fastest when rendering a scene is not straightforward. For example; the extent of the scene, the complexity of the objects, the type of medium or the light sources have different effects on the speed and quality of each algorithm.

Last edited by ThaOneDon (2016-04-18 14:18:01)

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#98 2016-05-21 04:07:11

ThaOneDon
Member

Re: tech thread

21/05/2016

Engine Architecture
JiTTree: A Just-in-Time Compiled Sparse GPU Volume Data Structure
The choice of a specific data structure for a given data set depends on several factors, such as the memory budget, the sparsity of the data, and data access patterns. In general, there is no single optimal sparse data structure, but a set of several candidates with individual strengths and drawbacks. One solution to this problem are hybrid data structures which locally adapt themselves to the sparsity. However, they typically suffer from increased traversal overhead which limits their utility in many applications.
JiTTree is a novel sparse hybrid volume data structure that uses just-in-time compilation to overcome these problems. By combining multiple sparse data structures and reducing traversal overhead we leverage their individual advantages. We demonstrate that hybrid data structures adapt well to a large range of data sets. They are especially superior to other sparse data structures for data sets that locally vary in sparsity.

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#99 2016-05-24 14:10:08

ThaOneDon
Member

Re: tech thread

24/05/2016

CRYENGINE - Crysis Series - Pay What You Want/Copyrighted(cryengine.com/get-cryengine) - Crytek

Last edited by ThaOneDon (2016-05-24 14:37:10)

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#100 2016-06-11 20:42:49

ThaOneDon
Member

Re: tech thread

11/06/2016

The Danger Zone - Shadows app source code

Ambient Obscurance/Occlusion/GI
Masked Software Occlusion Culling Source Code
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. These algorithms were inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Theres support for interleaving occluder rasterization, occlusion queries without penalty, making it easy to use in scene graph traversal or rendering code.

Last edited by ThaOneDon (2016-07-15 09:35:31)

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