http://www.pbrt.org/scenes.html
Monday, August 15, 2016
Sunday, July 17, 2016
Modern Render Techniques - Links(Updated 1.08.16)
Simple Alternative to Clustered Shading for Thousands of Lights
Temporal Reprojection and SAO
Shaders:
Tone mapping
Deep G-Buffers for Stable Global Illumination Approximation
Screen-Space Ambient Occlusion by Unsharp Masking of the Depth Buffer
Temporal Reprojection and SAO
Shaders:
Tone mapping
Deep G-Buffers for Stable Global Illumination Approximation
Screen-Space Ambient Occlusion by Unsharp Masking of the Depth Buffer
Saturday, June 18, 2016
Source code lines count
Simple and comfortable utility what computes metrics of code. Result for my project:
Engine Only:
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308 Source Files
40815 Lines of Code
6004 Blank Lines of Code
602 Code and Comment Lines of Code
Editors (Level, Logic, Sound, Material, EngineToEditor Layer)
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69 Source Files
13826 Lines of Code
1126 Blank Lines of Code
15 Code and Comment Lines of Code
Shaders:
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33 Source Files
4339 Lines of Code
399 Blank Lines of Code
61 Code and Comment Lines of Code
Plugins and tools for art:
——————————————
21 Source Files
3935 Lines of Code
713 Blank Lines of Code
7 Code and Comment Lines of Code
Of course in the metrics there is no SDK and another third-party slag, all this is written own hands.
Engine Only:
——————————————
308 Source Files
40815 Lines of Code
6004 Blank Lines of Code
602 Code and Comment Lines of Code
Editors (Level, Logic, Sound, Material, EngineToEditor Layer)
——————————————
69 Source Files
13826 Lines of Code
1126 Blank Lines of Code
15 Code and Comment Lines of Code
Shaders:
——————————————
33 Source Files
4339 Lines of Code
399 Blank Lines of Code
61 Code and Comment Lines of Code
Plugins and tools for art:
——————————————
21 Source Files
3935 Lines of Code
713 Blank Lines of Code
7 Code and Comment Lines of Code
Of course in the metrics there is no SDK and another third-party slag, all this is written own hands.
Friday, June 17, 2016
NGTech Engine Technical Specifictaions 17.06.2016
Render
- Fully Deferred Rendering
- Physically Based Rendering.
- Parallax Occlusion Mapping
- Steep Parallax Mapping
- Parallax Mapping
- FXAA
- The gamma-correct, linear colour space renderer
- Hardware Occlusion Query
- Frustum Culling
Punctual light sources.
Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, or nVidia GPU hardware.
- Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound
- Rigid body constructions.
Audio System
Multi-threaded high dynamic range Audio system with constant memory usage and data-driven design
- 3D sound positioning, spatialisation and attenuation
- Reverb, low-pass/high-pass filtering, pitch shifting - all auto-calculated based on sound-path and adjustable by multi-layer environment zones, scripting or programmatically
- OGG-vorbis compressed with adjustable quality
Scripting
Includes two pipelines:
- Lua-pipeline (with lifetime control of object).
- C++-pipeline (not realtime).
Platforms
Currently supported:
- Windows
- Linux
- Android (Partially)
- 3D Studio Max export plugin
- Level Editor: scale, rotate, moving objects, changes of properties
Engine was written completelly on C++ except editor (C#), and has using object-oriented design
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