Posts Tagged ‘debug’

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.

 

3D Content Viewer for Artists

3d-viewer-controls

Tweaking and debugging is essential part of 3D-content creation as well, and if you provide good tools for the artist you can trust they will be thankful for it. And that is, in turn, great for your game since happy artist means good content. :) The multiRender Viewer here supports also scripting and physics, so a lot of the content can be prototyped here without even launching the game. The Viewer can also be launched within 3dsmax to provide as smooth workflow as possible.