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/
>
>
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