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n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
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06-19-2005 20:38
for more information on this technology, please visit http://www.doomiii.jp/slang/archives/ . This technology would allow for far more realistic area lighting through the use of only two shadow maps. The resultant shadows are cast realistically on whatever is included in the shadow maps. to see a demo of this technology at work, download dposm088.zip from http://www.doomiii.jp/slang/archives/flx_demo_pa_1_0.htm . any comments or additonal information would be appreciated.
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Kathmandu Gilman
Fearful Symmetry Baby!
Join date: 21 May 2004
Posts: 1,418
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06-19-2005 22:57
The demo crashed after about a minute of dazzling performance, looked great but it crashed. Me no like crash...
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n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
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it's not complete
06-20-2005 05:49
well the problem with the demo is that it's below version 1.0. However, the full flexion engine demonstration will be done in September.
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succulent Abattoir
Registered User
Join date: 11 Jun 2004
Posts: 30
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06-20-2005 07:13
the thing .. i believe Linden Lab isnt really composed of 3D leets like ID
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n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
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06-24-2005 10:03
the only "eleet" that id has, that I know of, is John Carmack. But that's off the subject.
I would like to see more poeple download the demo and give me their opinions. I want to set up a poll for this feature soon.
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Ghoti Nyak
καλλιστι
Join date: 7 Aug 2004
Posts: 2,078
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06-24-2005 11:38
I guess my question would be, how does it set up the shadow maps for dynamic content?
SL is not a pre-rendered world like many games. Do the shadow maps need to be pre-rendered or are they generated on the fly?
For example, maybe I have a streetlamp and objects around it which I want it to illumnate and shadow. In Doom for example, the streetlamp and the objects it is illuminating or creating shadows of are always in a given location. The maps are generated based on their positions in space around the illumination.
Same example, but in SL... one can not assume that the objects or even the streetlamp are in the same place. Maybe After getting it all set up, I decide to move the streetlamp 2 meters to the north. What happens to the illumination and shadows? Are they still the same (now innacurate) shadow map from before I moved the streetlamp or are the maps regenerated instantaniously to remap the illumination and shadow?
-Ghoti
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"Sometimes I believe that this less material life is our truer life, and that our vain presence on the terraqueous globe is itself the secondary or merely virtual phenomenon." ~ H.P. Lovecraft
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n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
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06-24-2005 14:17
To the best of my knowledge, this generates the maps on the fly. As such, it would acomodate any changes in the position of objects, also on the fly.
The big advantage of this is that normal area lighting would require cube-mapping (which would involve 8 shadow maps to light the whole area). This technique only requires two because it takes shadow maps that are like a fish-eye lense (they encompass a full side). This in turn saves on processing power by having to generate and interpret less.
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n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
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Voting
06-29-2005 07:38
This suggestion is now up as Prop 433. Anyone who has been intirgued by it and would like to see it in SL, please cast atleast one vote for it.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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06-29-2005 08:41
From: Ghoti Nyak I guess my question would be, how does it set up the shadow maps for dynamic content? This has been discussed before, Ghoti. Here's a quote for you. /invalid_link.htmlFrom: Steve Linden Most of the lighting techniques used by engines such as C4, Unreal, Quake, etc, rely heavily upon preprocessing, which is problematic in Second Life where anything can be moved at any time. We are currently working on methods to both improve the look of the existing lighting in Second Life, and to provide the ability to pre-light a group of objects. These features should be available in version 2.0.
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