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Banding and Dithering

Posted by Josh Klint, 17 May 2016 · 401 views

I came across a very interesting presentation that talks about how to avoid "banding" artifacts in game graphics.  The author uses dithering to add noise to an image and break up the visible lines your eye can detect.  This even works with audio.  When noise is added to the mix, the original tune...


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High Dynamic Range Rendering

Posted by Josh Klint, 16 May 2016 · 336 views

First, there's a lot of confusion about what HDR actually is, and I want to clear it up.  HDR does not automatically mean "iris adjustment" although the two often go together.  HDR, at its simplest, means that colors won't get washed out during the rendering pipeline.

Game graphics inputs are 8-bit (per channel textures).  The output is...


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Try the new environment probes

Posted by Josh Klint, 16 May 2016 · 484 views

Environment probes are now available on the beta branch.  To access them, you must set the "UnlockBetaFeatures" setting in the config file to 1, then start the editor.  Environment probes are available in the "Effects" object creation category.

Environment probes should be placed with one in each room.  Use the object scale to make the...


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Global Illumination Research Pt 6

Posted by Josh Klint, 14 May 2016 · 531 views

A "roughness" property has been added in the material editor.  This is a simple slider with a value from zero to one.  (The default material roughness value is 0.5, so all your existing materials won't turn into mirrors when the update comes).  Changing the roughness value will have no visible effect unless an environment probe is visible in...


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Global Illumination Research Pt 5

Posted by Josh Klint, 14 May 2016 · 309 views

I was able to work out the shader fixes and now I can show you a good schematic of how the new lighting system works. Instead of a single light source, we now have three types of lighting that are combined for the final render.  Direct lighting is the standard deferred lighting model you know and love from Leadwerks.  This looks great, but shadowed areas...


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Global Illumination Research Pt 4

Posted by Josh Klint, 13 May 2016 · 274 views

I've been puzzling over a problem that exhibits itself on flat surfaces.  Cubemap reflections appear "jittery" as if they are been rounded off to a lower-precision float.  At first I thought this might mean that our best-fit normals routine using 8 bits per channel might lack the precision needed for cubemap reflections.  However, when I...


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Global Illumination Research Pt 3

Posted by Josh Klint, 09 May 2016 · 471 views

The environment probe feature is coming along nicely, spawning a whole new system I am tentatively calling "Deferred Image-Based Lighting".  This adds image-based lighting to your scenes that accentuates the existing deferred renderer and makes for higher quality screenshots with lots of next-gen detail.  The probes handle both image-based ambient...


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Ambient Light Research Pt 2

Posted by Josh Klint, 06 May 2016 · 334 views

After a resolving a few odd and ends I was able to create a proof of concept of the deferred environment probe idea I talked about earlier.  The environment probe is basically the same as a point light.  They have a range and affect a finite area.  The color property can be used to adjust the intensity of the ambient lighting / reflections.  Basically, you...


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Ambient Lighting Research

Posted by Josh Klint, 05 May 2016 · 301 views

Previously I talked about the idea of implementing a new "Ambient Point Light" into the engine.  This would work by rendering the surrounding environment to a cubemap, just like a regular point light does.  However, this type of light would render to a color...


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Mercenary Action Figure released as DLC

Posted by Josh Klint, 04 May 2016 · 342 views

Mercenary Action Figure released as DLC The Leadwerks Mercenary Action Figure has been released as a DLC.  Previously, I talked about how the Workshop Store was not selling much content, and that we need game-ready content to be available to use in...






May 2016

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