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New SSGI(Realtime Indirect Global Lighting/Illum)(screen space global illumination)

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    New SSGI(Realtime Indirect Global Lighting/Illum)(screen space global illumination)

    hello guys..finally after some time coding stuff in c# and java.and being horribly busy.i came back to show you my works on the SSGI shader i made back in August..i started pollishing it two weeks ago..and the results are verry statisfying me..

    heres the shots.i not implemented yet the blurring..so take in mind that itll look minimum two times better:

    SSGI OFF
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    SSGI ON
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    Click image for larger version

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    #2
    Looking very good! Can't wait to see the final results of this when you finish it.

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      #3
      thanks mate

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        #4
        I don't see the point of this since lightmass already bakes GI, plus your screens look like they're just overexposed :\

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          #5
          What, what's the motivation behind making something like this with Lightmass there to make everything look all pretty? I imagine there's a method to your madness, we just need to be enlightened

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            #6
            Lightmass doesn't handle dynamic lighting. It looks pretty reasonable, but there's a lot of artifacting which detracts from the effect.

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              #7
              ****..why you even bother posting replys when you don't understand the role of the shader....lightmass does precomputed GI means it'll take it tons of time to bake..but when you'll move an object or light it won't react.the shader is reacticg and its completely dinamic..about artifacts..it'll be blurred so it'll look minimum like lightmass

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                #8
                The shader looks great. I would love to use that in my games!

                Keep it up desert_eagle.

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                  #9
                  Originally posted by desert_eagle View Post
                  ****..why you even bother posting replys when you don't understand the role of the shader....lightmass does precomputed GI means it'll take it tons of time to bake..but when you'll move an object or light it won't react.the shader is reacticg and its completely dinamic..about artifacts..it'll be blurred so it'll look minimum like lightmass
                  ...what? So if we don't understand it, we can't ask about it? That's stupid. You really need to work on your ability to take critique.
                  Could we maybe see a scene where we could see how it works? You know, dynamic unbaked light in some corridor where the light could maybe bounce behind corners?

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                    #10
                    Why are the pics with the SSGI on so ... grainy?

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                      #11
                      The grainy-ness is kind of like when you render an image from a modeling program, with not enough samples.

                      That's why it looks grainy.

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                        #12
                        ok.for those who doesent understand what this is...its not lightmass..its a shader that does what lightmass does..why i made it if we have lightmass:because after seeing the Frostbite2.0 tech demo..isaw how powerfull your scene can look with realtime glboal illumination..UDK doesnt support realtime Gi,so i started implementing it and came up with this... the grain:if youll take the Epic Games UDK SSAO and lower the sample count a bit plus remove the blur..itll look as grainy as my SSGi.I said that itll be blurred soon.

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                          #13
                          ill show later shots with sponza.not now.cause for now with sponza it looks very artifacty..ithink it has soemthing to do with the normals of the screen.anyway updates soon

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                            #14
                            Will this be released for the public or is it just a show and tell? Cant wait to see more shots!

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                              #15
                              um idont know yet...maybe ill post it for a price..or a lite version for free(less features),iwanna my games to be unique

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