Recent content by Cal

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    Voxel rendering (formerly Death of the GPU as we Know It?)

    Isn't "Image Based Rendering" a better way to render those kinds of objects showed in the screenshots? For game background, an IBR based algorithm would be much more efficient, like Concentric Mosaic, Lumigraph, etc. Also, point cloud rendering is not anything new, it has already been used...
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    Using the SPU's to do AA

    If you want to use SPU to do AA, you have to handle framebuffer tile and compression yourself. That's the bottom line, and I don't think it's feasible at the least bit. One must rely on the RSX to decompress the depth buffer before accessing it unless you want to do the depth buffer yourself.
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    3D Artists/Experts help me spot the diferences :p (Uncharted render)

    The left one looks like Sean Bean, and the right one like Nick Lachey.:lol: Well seriously, the left one has more polygons, you can tell that by just looking at the ear and eyelid part. One has fine curved edges but the other one doesn't. About the lighting of the skin, the left one uses...
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    Grand Theft Auto IV trailer: now online

    It's very impressive IMO. Just look at the shadows, the daylight illumination, the draw distance, the anti-alias. Certainly one of the best cityscape I've ever witnessed in a video game, if not the best one. The only thing I think they need to improve is to add more crowd and more vehicles...
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    2 days to Vegas - new shots

    I love that still. It's an in-game shot, right? Just look at the sunlight with high quality shadows cast on everything, and the skylight with ambient occlusion (probably dynamic) everywhere too! Also the AA is insane! I see. :)
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    Battlefield Bad Company new trailer

    Just finished watching the video and I think it's amazing. The most impressive parts are skin and cloth fabric. Especially for the cloth material, I know in general the texture will become a mess at such detailed level. So repi, did you use procedural texture on the cloth? And how did you handle...
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    Why Deferred Rendering is so important?

    Then you need a pre-zpass to use hier-z. Alpha masked object like foliage will cause trouble there when you try to exploit the z-only double speed output. Well, I haven't tested deferred shading thoroughly. But according to my experience, the vertex cost is still there when the early z-reject...
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    Trailer from Naughty Dog

    Faking a believable sss on skin is not that hard. One can even tweak the lambertian model towards the backlit side to make the surface looks slightly translucent. The skin shader used in Ruby Demo, a better faked sss, has already been used in MANY games. :razz:
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    Trailer from Naughty Dog

    Why they changed the character design? I once thought the game is like "Nick Lachey's sweet runaway", but now it looks like Johnny Messner from "Anacondas 2"!:lol:
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    Why Deferred Rendering is so important?

    GRAW X360 did not use deferred shading, but the PC version did. The online part of SCDA used deferred shading. As for the advantages of DS: in current graphics pipeline, pixle shading is always done before ROP (including z-test), that means every pixel on a geometry will be shaded in despite...
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    Geometry Shader based Motion Blur Patent Application

    I think Lost Planet used the same algorithm to do the motion blur, which was based on a published paper, albeit without GS.
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    Kentsfield as an alternative to Cell in PS3

    To me the term "general purpose code" does not sound like unoptimized code. It's more like the high level language code you can directly compile for multi-platform use, e.g. a C++ FFT routine which only uses standard floating point operation.
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    MegaTexture

    So how to draw a huge texture? By hand? I doubt any artist would like to draw that huge texture by hand. Not everyone in the industry can work in the mode "it's done when it's done". At the end they will employ some tools like fractal generator or texture sythesis algorithms. That's still a...
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    MegaTexture

    If I recall correctly all Carmack talked about MegaTexture in some interviews were "a really big texture (20,000x20,000)" and "let hardware manufacturer do it". The main purpose of MegaTexture is to provide terrain details and avoid repetitive tiling artifact, I guess? I fail to see anything...
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    g80/Cuda for raytracing ?

    The main artifact is zebra strips when encountering the thin but high density parts of the volume. It seems much more obvious than rendering with slices. Even in some thick area the low frequency strips can be seen due to the variant number of sampling points. Another annoying one is the...
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