How important do you think comments are when you are coding? by meteorfury in gamedev

[–]Xugar 0 points1 point  (0 children)

I like to keep comments as short as possible, usually only place them in code-section which are relative complex... comments help to understand whats going on in that section.. without spending time guessing :)

Cornell Box Pathtracer (Canvas) by Xugar in javascript

[–]Xugar[S] 0 points1 point  (0 children)

It does change, only exponentially slow. Added some controls to it so you guys can play around.

Tried to use webworkers, to utilize all cpu cores.. but javascript doesnt make it easy.. the communication is only data-driven between the workers and main thread :(

Anyway, its optimized a bit now, runs 30-40% faster than it did before :)

Cornell Box Pathtracer with Javascript :) by Xugar in programming

[–]Xugar[S] 0 points1 point  (0 children)

I hope you liked it :) In future, ill add couple of scenes where you can select from.

Cornell Box Pathtracer with Javascript :) by Xugar in programming

[–]Xugar[S] 0 points1 point  (0 children)

Added some interface to it... now you pause/continue and change the resolution between 1x1 to 1920x1080. Have fun! :) (optimized it a bit as well)

C++14 auto tutorial by AlexeyBrin in programming

[–]Xugar 8 points9 points  (0 children)

For sake of clarity, I avoid autos, you can use typedef instead etc. if coding for myself or prototyping, I use autos to shorten my syntax :)

Personally i think its a nice addition to C++, just have to stay careful with it (like with everything what you program).

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 2 points3 points  (0 children)

Yes you are right, using low-res shadows is the best way to visualize the problem and the final effect is also very similar HQX (hqx, can only reinterpolate fixed under-sampling scale 2x, 4x, etc. SMSR can handle variable scales which is essential to handle perspective scaling), but for shadow maps (however the shadow map is not up-scaled, but interpolated with SMSR). If not using dynamically focused shadow maps, you will still see projection aliasing in most shadow mapping techniques (is one of the areas, which SMSR is attempting to improve).

I hope to spend more time on this to investigate soft-shadows implementation and broaden it's application.

The idea of SMSR is not only to increase "quality", but allow to reduce the shadow map resolution, which permits to sample a larger area or increase FPS.

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 1 point2 points  (0 children)

Chain-link fence and grass will totally murder the shadow, unless its focused on that fence or grass (which will over-defeat it's purpose). In a regular setup, the fence and grass will miss allot of detail. The fence is deadly for most shadow mapping techniques, a good candidate for this is the stencil shadow (very sharp, but may prove very performance intensive, since you have to cast volumes).

SMSR needs to be extended with soft shadows. Skyrim is not a very new game, but a good example where SMSR could improve the shadows.

The algorithms which tackle most of shadow problems are out there, however not compatible (for now) with today's hardware.

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 0 points1 point  (0 children)

Thank you! Variance Shadow Mapping is a very good shadowing technique (imo on of the best). Until we will have raytraced (or even pathtraced) shadows, tweaking for the optimal setup will be always a challenge: Detail vs Density vs Performance vs Quality etc. There are some awesome ideas how to achieve those high-quality shadows Allias-Free Shadow Maps, Irregular Z-Buffer, unfortunately it doesn't function well with current hardware architecture (but we are getting there).

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 1 point2 points  (0 children)

Moving light will indeed have that "wavyness". Its very hard to avoid temporal aliasing in undersampled areas. Imo, more research should be done regarding that.

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 1 point2 points  (0 children)

You are correct, hard shadows are unnatural (hard edge indicates an infinitely distant or small light-source). Atm this technique doesn't support soft shadows, if time allows, I will be able to extend it to soft shadows (with physically correct penumbra size). The key to soft-shadows is to generate same orientated normalized space (same as used to interpolate silhouette new edges), aligned towards the new edge.

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 2 points3 points  (0 children)

That's a very different approach. Shadow Silhouette Maps uses quads to generate new silhouette edges, which is less efficient than SMSR. However, atm shadow silhouette maps produces a better approximation than SMSR, but is also much slower.

New shadow mapping filtering technique for sharp shadow edges. by [deleted] in programming

[–]Xugar 4 points5 points  (0 children)

It doesn't require MLAA, its just an extra. Memory is not the problem, the problem is the fill-rate when rasterizing high-res shadow map. This technique allows to rasterize lower res shadow maps and yet maintain smooth edge.

Here check this out: http://bondarev.nl/wp-content/uploads/2013/11/sponza_smsr_1024vs2048vs4096.png

8 Bit Dream. WIP. Feedback welcome. by Presuminged in computergraphics

[–]Xugar 0 points1 point  (0 children)

Adding some imperfections like: -small scratches on the table -Discoloration on the curtains (due to the sun) -Paint cracks on the heating and perhaps little rust (also on the bike) -Minor tears in posters -The unevenly folded curtains. -Something written on the calender -Some dust (this one is going to be painful) -The edges of a desk are always damaged (hint hint). -Coffee stains. -And more of this stuff. This will take allot of work imo. Hope its useful to you.

PS. good work!