# realtime fire and ice

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### #41Reedbeta

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Posted 24 May 2012 - 06:04 PM

That's HDR. The HDR color will have an arbitrary range, but after tonemapping it will be back in the 0-1 range.
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### #42geon

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Posted 24 May 2012 - 06:47 PM

Rouncer: Your latest shots look great!

Try experimenting with the angle of the direct light as well. For a lower angle (sun closer to the horizon) you need a stronger tint to the colors, and a less bright light. The long shadows, in combination with the orange light and bluish shadows can be very convincing.

### #43Alienizer

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Posted 24 May 2012 - 07:14 PM

Reedbeta, on 24 May 2012 - 06:04 PM, said:

That's HDR. The HDR color will have an arbitrary range, but after tonemapping it will be back in the 0-1 range.

I figure that's what will happen since I use Reinhard's and it works fine.

Take this code from the link...

float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float3 Uncharted2Tonemap(float3 x)
{
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
float4 ps_main( float2 texCoord  : TEXCOORD0 ) : COLOR
{
float3 texColor = tex2D(Texture0, texCoord );
texColor *= 16;  // Hardcoded Exposure Adjustment
float ExposureBias = 2.0f;
float3 curr = Uncharted2Tonemap(ExposureBias*texColor);
float3 whiteScale = 1.0f/Uncharted2Tonemap(W);
float3 color = curr*whiteScale;
float3 retColor = pow(color,1/2.2);
return float4(retColor,1);
}


Is texColor the HDR color from the render? If so, then it doesn't work for me!!!

### #44rouncer

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Posted 25 May 2012 - 02:07 AM

thanks for the input Geon, yeh this turned out better than I expected, I guess I should add monsters now like Alienizer said... make a little fps thing with it
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### #45Alienizer

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Posted 25 May 2012 - 10:41 PM

rouncer, on 25 May 2012 - 02:07 AM, said:

thanks for the input Geon, yeh this turned out better than I expected, I guess I should add monsters now like Alienizer said... make a little fps thing with it

Care to post a new screen shot?

### #46rouncer

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Posted 26 May 2012 - 02:24 AM

Havent added monsters yet, its not a game at this stage, got a whole load of cleaning up to do.

ive got to improve the fps, ive been lazy up till now, its only running at about 15 fps, but i havent added vsd culling yet, im just doing that.

[EDIT] ive added vsd, but looks like ill have to put all the instances in an octree for maximum world size. [/EDIT]
what do you think I should do with it? what does it look like to you?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

### #47Alienizer

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Posted 26 May 2012 - 03:47 AM

WOW, that looks awesome! Shadows could be just a little darker for better contrast (icy). But your sun (fire) is perfect to me. Love the sky too, it adds so much more realism.

ok, because of the sky and no visible ground, it looks like a flying machine, spaceship or something like that, where we see (somewhat) the exterior of the hull. Without the sky, then I wouldn't have a clue of what it would be.

What's the red stuff anyway? Blood?

You are doing a remarkable job!

### #48Alienizer

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Posted 26 May 2012 - 03:51 AM

oh, and to answer your first question, I think you should expand on it, get your imagination going and eventually, it'll click, and you'll get something out of this world. You seem very talented.

### #49Alienizer

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Posted 04 June 2012 - 03:37 AM

Rouncer, hows your project going? Any new screen shots for us

### #50Vilem Otte

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Posted 05 June 2012 - 12:31 AM

Wow! Looks very good...

As for optimization - I don't know what kind of renderer you're actually using. I could try some BVH instead of Octree (it brings better results). Also if you're using rasterizer - some Hierarchical Z-buffer occlusion culling might help a bit (or a lot - it really depends) - generally try frustum culling + occlusion culling.

Also if you're drawing object instances - draw them as instances (not each one separately) - this can give you also some little boost. Then start profiling - see which parts are slow, which are fast - try to fasten slow ones (if possible). At last give option to turn off shadow, use less expensive lighting, etc.

And the light actually looks quite good - but it really miss some good global ambient occlusion (pre-computing it? dynamically computing it is quite heavy). But thanks for showing the work, it inspires me more and more to finish actual demo-version of our current project and release it for public
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### #51Alienizer

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Posted 05 June 2012 - 03:55 AM

Here is a screen shot of what I'm working on right now. What do you guys think of how it looks?

### #52rouncer

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Posted 05 June 2012 - 05:58 AM

Looking good alienizer, as for my project im probably going to discontinue it and move onto voxels maybe, im not sure.

That tank looks amazing, love it.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

### #53geon

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Posted 05 June 2012 - 12:56 PM

Alienizer, on 05 June 2012 - 03:55 AM, said:

Here is a screen shot of what I'm working on right now. What do you guys think of how it looks?

It looks great!

Other than the ground and the edge where the fortress meets the ground, it is near photo-realistic.

### #54Alienizer

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Posted 05 June 2012 - 04:45 PM

rouncer, on 05 June 2012 - 05:58 AM, said:

Looking good alienizer, as for my project im probably going to discontinue it and move onto voxels maybe, im not sure.

That tank looks amazing, love it.

Here's something you may like about voxels...

http://mrdoob.com/projects/voxels/

### #55Alienizer

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Posted 05 June 2012 - 04:47 PM

geon, on 05 June 2012 - 12:56 PM, said:

It looks great!

Other than the ground and the edge where the fortress meets the ground, it is near photo-realistic.

Thanks! What do you think I should do about the edge where the fortress meets the ground??

### #56geon

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Posted 05 June 2012 - 08:57 PM

Alienizer, on 05 June 2012 - 04:47 PM, said:

Thanks! What do you think I should do about the edge where the fortress meets the ground??

I'm guessing you use baked AO on the tank? The corner formed by the ground and wall should have some AO as well. Some grass growing out of the corned would help too.

About the ground itself, the texture looks weird. Is it dried an crackled clay? Maybe another texture with some pepples and rocks with parallax mapping, combined with some matching boulder models would help. A few dried trees, etc. would be nice too.

### #57Alienizer

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Posted 06 June 2012 - 02:56 PM

Yes, I use baked AO, and the gound is (suppose to be) as you said. I'll try to add more as you said. Thank for your comment Geon.

### #58Vilem Otte

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Posted 06 June 2012 - 04:56 PM

It actually doesn't look that bad...

the tank is awesome - you did all the graphics, or hired a graphics guy?
the bunker looks very good.
the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage

And now my question - the shadows look good - does the app use some kind of PCSS or mip-maps, or?

Naaah - i'd love to show some current stuff right now (as shameless self-promotion ), but I just don't have graphics ready right now (don't worry, graphics guys are hired (hooray ... at least 3 times) and so far i'll definitely have good stuff to show - not just from technical side)
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### #59geon

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Posted 06 June 2012 - 05:22 PM

Vilem Otte, on 06 June 2012 - 04:56 PM, said:

the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage

Spot on.

The ground texture is great, but doesn't work well to cover 100% of the ground. (No texture would.) It would be perfect for place where dried, crackled clay would make sense, like a dried river bed.

### #60Alienizer

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Posted 06 June 2012 - 06:05 PM

Vilem Otte, on 06 June 2012 - 04:56 PM, said:

It actually doesn't look that bad...

the tank is awesome - you did all the graphics, or hired a graphics guy?
the bunker looks very good.
the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage

And now my question - the shadows look good - does the app use some kind of PCSS or mip-maps, or?

Naaah - i'd love to show some current stuff right now (as shameless self-promotion ), but I just don't have graphics ready right now (don't worry, graphics guys are hired (hooray ... at least 3 times) and so far i'll definitely have good stuff to show - not just from technical side)

Thanks! No, I didn't make it. Someone else did

The shadows, well, it's kinda based on AO and PCF and something else I've been working on for a long time. Don't know how to call it, but it's not standard or anything from books. It's my own creation. Works good, but slows thing down too much, and I'm trying to speed it up.

You must have something to show us don't you

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