Archive for the ‘Rendering’ Category

Distributed Rendering and Multi-Touch Visualizations

bottles-on-thecircus-table

multiRender is used in Valo Bar, supporting distributed rendering features on large interactive multi-touch bar tables by Valo Technologies. The tables are available world wide, see www.valobar.com for sales contact info. The table in the picture is 8m/26ft tall and it was deployed in The Circus, the biggest night club in Finland. Here is some live footage from the club.

 

Parallax Occlusion Mapping with Adaptive Shadows

parallax-occlusion

The wall has only two polygons. The illusion of depth is done by ray tracing in texture tangent space. Note how the stones occlude each other even if there is no geometry.

Notice also how the shadows adapt to the depth as well. This is done by using virtual displacement of position in shadow mapping.

The second image is debug visualization of the parallax occlusion mapping effect.

The whole pipeline is using deferred shading, which enables scenes with high number of simultaneous dynamic lights (up to 100s). The shadow map rendering code uses caching to eliminate need for rendering shadow maps frequently. This enables that even all lights in the scene are able to cast dynamic shadows.

 

HDR-Rendering Pipeline Visualization

hdr-pipeline

multiRender has full high dynamic range rendering pipeline and both deferred and forward shading renderers. This image shows the G-buffer visualization of HDR deferred rendering pipeline. The ‘gray buffers’ are scaled down textures of average and adapted scene luminance, which are used together to simulate eye’s adaption to environment.

 

Ambient Occlusion (SSAO)

ao_intermediate

This is intermediate phase (before blurring) of screen space ambient occlusion (SSAO) effect. Benefit of SSAO is that it does not require ambient occlusion baked in the textures, so it

  1. Saves ram (valuable especially on consoles and mobile)
  2. Saves development time as no precomputation is needed
  3. Works with dynamic scenes which is a major benefit (see physics-sim.mpg).
 

Ambient Occlusion, With vs. Without

ao_intermediate

Comparison shows how ambient occlusion increases sense of depth and shape in low-lighting scenes.