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

Jorrit Tyberghein <[email protected]> Fri, 19 Jul 2013 05:52:46 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAA49VVJm-7u6AFrk98n+XNhT41yQBvPYkOBVW9pihq1p2wAswg@mail.gmail.com>
Ok, feel free to ask on IRC as well.

Greetings,

On Thu, Jul 18, 2013 at 10:35 PM, Steel Style <[email protected]> wrote:

>  I don't know yet I'll try look at the demo and the code those following
> days.
> Then I'll probably send a mail explaining how I want to proceed.
>
>
>
> On 18/07/2013 20:59, Jorrit Tyberghein wrote:
>
> 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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>>
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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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-- 
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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