deviantchild
Regular
digitalwanderer said:Smoke doesn't really slow everything down, it just makes everything seem to slow down.
Happens to me all the time when I'm baked, just relax and enjoy it.
ROFL
digitalwanderer said:Smoke doesn't really slow everything down, it just makes everything seem to slow down.
Happens to me all the time when I'm baked, just relax and enjoy it.
digitalwanderer said:Smoke doesn't really slow everything down, it just makes everything seem to slow down.
Happens to me all the time when I'm baked, just relax and enjoy it.
Simon F said:Please explain how.
What are you talking about here? Common sorting algorithms have a worst-case complexity of n^2, which is definitely not exponential, but polynomial. Radix, of course, has linear complexity, but it's inefficient unless you have very large datasets.Razor1 said:Z-sort should never be used to begin with it has an exponetial calucation effect depending on objects that use it on the screen, an algo based on radix would be a much better option.
I think he is talking about "exponential fog", where the transparency falls off as an exponential function of the number of layers drawn. Exponential fog can be done with multiple alpha layers, with no requirement for any pre-sorting - provided that all the fog has the same color.Mate Kovacs said:What are you talking about here? Common sorting algorithms have a worst-case complexity of n^2, which is definitely not exponential, but polynomial. Radix, of course, has linear complexity, but it's inefficient unless you have very large datasets.
More details please?Pete said:I'm not even sure if this makes sense, but can you output one alpha-blended smoke poly and "fake" detail in it akin to parallax occlusion mapping bricks? Rather than multiple alpha layers, just one in front that fakes what's behind it according to the camera.
fellix said:I remember, that it is possible in PS3.0 to "cancel" group of pixels/fragments, so the heavy blending duty to be minimized. Anyone more on this?
digitalwanderer said:How many transparent layers are we talking about for most fog/smoke?
Pete said:I'm not even sure if this makes sense, but can you output one alpha-blended smoke poly and "fake" detail in it akin to parallax occlusion mapping bricks? Rather than multiple alpha layers, just one in front that fakes what's behind it according to the camera.
I guess screen res--actually, DPI--is still too low to simulate smoke with particles?
I've just indulged in too much caffeine and sugar, so don't laugh too hard.
Humus said:Maybe 5-20 normally. For a small particle system it's not a problem, but when you blow up a dozen fullscreen layers when a grenade explodes close to the character the framerate is going to drop.
TBH, Jack, neither do I. I'm a bit out of my depth, for the moment. I was just guessing that newer, more ALU-heavy GPUs might prefer (to use Humus' terms, of which I'm only loosely confident in using) a single screen-aligned alpha-blended quad onto which it projects what's happening inside the fog volume, rather than just layering a bunch of alphas and maybe getting bottlenecked in other, "older" ways (fillrate? memory bandwidth?). Perhaps this is stretching the term "surface detail."JHoxley said:More details please?
I really don't understand how you're mixing offset/parallax helps in this scenario - typically it's used to mimmick detail that doesn't exist on a *surface*. Combining it with fresnel reflection/refraction might look pretty damn cool... but show me a GPU that can handle that in real-time