A challenge: deferred lighting and shadows, looking for a programmer
Jorrit Tyberghein <[email protected]> Thu, 18 Jul 2013 13:13:39 +0200
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAA49VVKFEOQDCs7_D7_Sqnzhf38avTBCE2qi-8k2F9QRHbK=Cg@mail.gmail.com> |
Hi all, Since some time Crystal Space has a deferred render manager which implements deferred lighting with shadows. Matthieu Kraus worked on this but doesn't have time right now to continue working on this (since he is now working on another part of CS as part of Google Summer of Code). He is available for advice though. As such this new render manager works nicely. It produces nice visuals with real dynamic shadows. However there are still some issues which make quality less then desired. I would like to use this render manager in my Indie game project and I need professional quality there. Firstly performance is a problem. The performance right now goes down rather fast with number of lights and objects. While of course deferred lighting will always be somewhat slow (and it is also up to the level designer to construct optimal levels) I think that some improvements should be possible here. Second there are various quality issues. First the display is not stable when moving around. Shadows flicker and there are very disturbing slight movements of the shadows. Thirdly there are also errors in the shadow casting. Sometimes light leaks through at places where it shouldn't for example. I would like to find someone who can help improve the deferred render manager until we can get shadows as good as we can get in commercial games. I can provide test levels to demonstrate various problems and Matthieu and Frank Richter kan give advice on various part of the Crystal Space internals. I think that some familiarity with shaders and rendering/lighting techniques would be a great bonus here. Matthieu already mentioned a few things that could be done: - Caching: this is probably one of the most important things to implement. - Tweaks on how depth values are stored and retreived. - Better filtering (like PCF) So who would like to try? I think this is an important area in a modern game engine so it would be a worthwhile task. Greetings, -- Project Manager of Crystal Space and CEL (http://www.crystalspace3d.org/) Project Manager of AresEd (https://code.google.com/p/ares/) Support: https://www.gittip.com/jorritTyb/ ------------------------------------------------------------------------------ See everything from the browser to the database with AppDynamics Get end-to-end visibility with application monitoring from AppDynamics Isolate bottlenecks and diagnose root cause in seconds. Start your free trial of AppDynamics Pro today! http://pubads.g.doubleclick.net/gampad/clk?id=48808831&iu=/4140/ostg.clktrk _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop