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Old 19-01-2012, 06:02 AM   #1 (permalink)
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Free Radical (Deferred rendering engine)

Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It took us 1 year and yet long a way to go. All post process shaders are downsampled, so it runs very fast @ 1080p.

Captured movie download link
Size: 169 MB | Format: mp4 | Duration: 3,43 min

http://ali-rahimi.ne...gine-wip-01.mp4

Youtube
Free Radical (Deferred Rendering Engine) WIP 01 - YouTube

Christopher Schiefer's Features

-newest FXAA
-FilmGrain with luminance importance
-Peter Haarm Duikers Filmic Response Curve Tonemaper with Custom Toe// wip
-Reinhard With Custom Toe
-Exponential with Custom Toe
-Linear Tonemaping
-Uncharted 2 Filmic Tonemaping
-Fast Slow adapted Average Luminance for Light adaption & D&F
-Blue Shift
-Fast Dynamic Lens Reflections & D&F
-Fast Custom HDR Glow & D&F
-Fast Light Shafts with 512VS with Occlusion and SunPosition dependent Importance & D&F // wip
-Fast Custom Image Based LensFlares with Occlusion blocking in Post
-Vignette
-Advanced Colour Correction
-AverageColour Dependent Colour Correction with WhiteBalance
-Slow Adapted Bokeh With Chromatic Aberation and Purple Fringing & D&F // wip
-SSAO with ViewSpaceNormals and ViewSpacePosition Support and Depth dependent Scaling & D&F
-Anti Leaking for SSAO and Bokeh & D&F
-Simple Camera Motion Blur with Jittering and merged Support with Bokeh & D&F
-Bilateral Upsampling
-Atmospheric Scatering with Custom Nightmode and Custom alot more Custom features
-Dynamic Irradience Calculation using Dynamic Lattitude Conversions and Inteligent bluring with no seams & D&F
-Fast Irradience Lighting
-Ambient BRDF
-Lyon Specular Model
-Custom Gaussian Distribution Specular Model
-Oren Nayar
-Spectral Physical based Specular Model
-Specular Occlusion & D&F
-Specular Energy Conservation
-Exponential Height Fog with Directional Light Scattering and Irradience Injection
-Penumbra Shadows / Percentage Closer Soft Shadows // not used
-NdotL Shadow Culling //not Used
-Disk Shaped Shadow Sampling with Jittering
-Doublesided Shading
-SSDO & D&F //not used
-Cross Processing
-additional simple 1D Color Correction
-SSAO Dilation
-Non floating Velocity Buffer using [0..1] Range
- Anti Leaking ScreenSpace Shadow Blur //not used

.... and alot more.
Everything is Optimized due to Downsampling and mostly usage of LUTs for Storing Multiple used calculations

D&F = downsampled and Fullscreen possibility

The rest including deferred pipeline setup, Terrain, etc is mine.


















Last edited by ali-rahimi; 21-01-2012 at 04:46 AM.
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Old 19-01-2012, 12:04 PM   #2 (permalink)
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Looks great!
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Old 19-01-2012, 07:34 PM   #3 (permalink)
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Badass!!! Hows it running?
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Old 19-01-2012, 10:17 PM   #4 (permalink)
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Looks very interesting. Is it like a game engine(UDK) or a model viwer (Marmoset Toolbag)?
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Old 20-01-2012, 06:59 PM   #5 (permalink)
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Very sweet. Though the AO seems to be more of a cavity map effect where it highlights edges, darkens corners, while the non occluded surface is sorta washed out. Other then the AO pass, this is fantastic.
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Old 21-01-2012, 03:22 AM   #6 (permalink)
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Wow guys, great work!
Put a link to your dev site in your signature.
Thanks for posting this so we can have a look see. Top row plug for you. Dont forget to keep us in the loop so we can follow your development.

Cheers.

Last edited by kanga; 21-01-2012 at 03:27 AM.
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Old 21-01-2012, 04:44 AM   #7 (permalink)
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Thanks guys.
Main purpose of this engine is for my game, but depending on our time we have some cool idea's. One of them is a kinds of social network but only for 3d artist, Imagine a kinds of city, each user have its own home or portal entry, and he or she can present his works on his own space and others can came and visit his place, chatting, writing comments on his 3d wall, etc.There are many 3d social network on the web,
3D Virtual Worlds List
but they all have a stone age graphic and their purpose is different.
What do you think about such a network? any idea?
one of my mates already finished a 3d chat system and networking side for quest3d. So this is a very close possibility, The only issue is time. building such a network + editor is a huge task.

btw, Most of the vegetation are imported from crysis, also Cathedral & Cemetery are from a model pack which i buy it long time ago. And that skin mesh character is from oblivion. Cause these are all test and i will not publish any exe of this environment setup i did not mention those. For a final release everything will be original, just like my other projects.

Pipeline (Old shot)


Our ssao is just like crysis. I just did not adjust its intensity in a proper way. Yet wip.

A Simple and Practical Approach to SSAO

Screen Space Ambient Occlusion in Crysis

Terrain Ambient Occlusion - 2. Sandbox Manual - Crysis 2 Mod SDK - Documentation

Sure we will keep you update, and at some point we need beta tester's before the official release. Just want to know your opinion and suggestion's about such a 3d network, Its very important for me.
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Old 21-01-2012, 07:30 AM   #8 (permalink)
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There was a really good, in-depth paper on SSAO in the newest Toy Story game.
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Old 22-01-2012, 06:53 PM   #9 (permalink)
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looks awsome keep it up.
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Old 22-01-2012, 09:42 PM   #10 (permalink)
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Awesome programming. I think the idea about the 3d world for games artists is a pretty cool idea! It's not the biggest audience, but I would give it a shot.
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