Re: A challenge: deferred lighting and shadows, looking for a programmer

Jorrit Tyberghein <[email protected]> Thu, 18 Jul 2013 20:59:00 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAA49VV+ViduqyWk1-5-e6o7Fz3AMOzZKHLij2WE6bTsUW9x69w@mail.gmail.com>
That's great! How do you want to proceed? You can enable the defered render
manager in engine.cfg

A test level that I'm currently using can be downloaded from
http://www.crystalspace3d.org/downloads/tmp/ghosts.zip

This level shows various problems. Just walk around and you'll see. Inside
the house it is dark. Using 'f' (flashlight)
in walktest you can get some lighting.

Let me know what more info you need to get started.

On Thu, Jul 18, 2013 at 6:51 PM, Steel Style <[email protected]> wrote:

>  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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-- 
Project Manager of Crystal Space and CEL
(http://www.crystalspace3d.org/<http://www.crystalspace3d.org/main/Main_Page>
)
Project Manager of AresEd (https://code.google.com/p/ares/)
Support: https://www.gittip.com/jorritTyb/

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