레이블이 compute shader인 게시물을 표시합니다. 모든 게시물 표시
레이블이 compute shader인 게시물을 표시합니다. 모든 게시물 표시

2017년 5월 1일 월요일

Volumetric Fog

I implemented volumetric fog using Bart's method(screen aligned voxel & CS) before.



And a few days ago UE 4.16 preview seems to have volumetric fog feature which is exactly same method I used. I frustrated a little for a while(maybe 5 minutes :) ). but I was somehow proud of this event because they had chosen same algorithm at least.

Anyway, this method is easy to implement, quality is good, and performance is ready to use.

https://bartwronski.com/publications/

The idea is simple.

1. Convert Cascade Shadow Map into "Exponential Shadow Map"
2. Inject Sun Lighting(including shadow) into Voxel.
3. Scatter 2D along depth using 2D Compute Shader.

There were several difficulties(ex : ESM Blur should be different among CSM cascades),
but Implementation is intuitive in overall. If you use In-house game engine, it would be worth to implement this. If you use UE4, check out 4.16 preivew.

2014년 12월 12일 금요일

light propagation volume + tiled forward shading + cascaded deferred shadow

Now, I am developing software for smart TV.
So, I don't making game or game engine anymore.
My current job is still related game industry, and now I mainly works in linux & Xwindow & open gl es & EFL & Tizen.

But I still likes making games and have lots of interests on cutting edge tech about game engine.

So I am making small rendering engine as a hobby, I am also making mobile games using cocos2d-x(great 2d game engine with great tools), but it is not finished yet.
And this is the result of my hobby rendering engine.

light propagation volume(compute shader) + tile forward shading(4096 point light) + cascaded deferred shadow + multi threaded rendering + assimp + dx11 + shader caching


I heavily used compute shader in this project. because the major goal of this project was to learn DX11 compute shader. but still used conventional pixel shader tricks when making LPV. it was difficult to do it with only compute shader. Compute shader is makes graphics programming really funny and intuitive work. I really became fan of this.


I really enjoyed while i was working on this project. and It is still in progress, I am planning to add lots of features(hdr bloom with compute shaders), but i dont have enough time. Because In the new company i have to work overnight usually.
I hope i get more free time in the future and to put more time in my hobby engine and hobby game project.