Re: A challenge: deferred lighting and shadows, looking for a programmer
Steel Style <[email protected]> Thu, 18 Jul 2013 18:51:18 +0200
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
Hello, I think that the idea of improving this render manager is really worthwhile. I would like to try as I'm have some free time, but I never implemented deferred shading or deferred lighting. So if someone acknowledged want to work on it, it might be better, otherwise I'm up to challenging myself. Steel On 18/07/2013 13:13, Jorrit Tyberghein wrote: > 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 ------------------------------------------------------------------------------ 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