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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #460 on: October 15, 2018, 11:48:10 AM »

My first intuition to make it real time is to use a random distribution of point that is even in frequency (blue noise) but also value, and just threshold the value based on lightness.
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JobLeonard
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« Reply #461 on: October 15, 2018, 01:33:27 PM »

Yeah that's a well known fast approximation technique - remember those wang tile papers I shared before?

The thing about this one is that it finds an energy optimum using Voronoi cell relaxation. The process creates emergent structures in the way the dots align, especially if you combine it with a bit of edge detection in the input. It is really hard to approximate.

The devil is in the details here. You really need to let the simulation run for long enough for all of these structures to pop up - it can be a matter of single pixel alignment for each dot, but somehow the brain picks up on that. Better first guesses do help reduce the time to reach that stage a lot though.

Here are some screens. Most are details from high-resolution renders of Ernst Haeckel's "plate 53: Prosobranchia" (Kunstformen der Natur, 1904) that I linked below it.














https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20white%20dots.png
https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20black%20dots.png
https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20blend.png
https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20sobel%20biased%20white%20dots.png
https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20sobel%20biased%20black%20dots.png
https://blindedcyclops.neocities.org/haeckel%20stippled%20-%20variable%20size%20sobel%20biased%20blend.png
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gimymblert
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« Reply #462 on: October 19, 2018, 12:06:52 PM »

http://www.humus.name/Articles/Persson_LowLevelThinking.pdf
Low level Thinking in High Level Shading Languages
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ProgramGamer
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« Reply #463 on: October 19, 2018, 03:11:33 PM »

Neato
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gimymblert
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« Reply #464 on: November 04, 2018, 04:06:02 PM »

https://www.lexaloffle.com/bbs/?tid=3804
NuSan
Alone in Pico : Postmortem of a 3d demake
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gimymblert
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« Reply #465 on: November 07, 2018, 06:55:12 PM »




From AAA to Indie   (interesting interior shader simplification among many)




Subsurface Scattering for Foliage, in Unity (WITHOUT RAYTRACING!)

https://www.youtube.com/watch?v=BZstRB8UqUY
Fortnite Self Assembling Structures - [UE4 Tutorial]

https://www.alanzucconi.com/2018/08/10/shader-showcase-saturday-5/
Dripping Rain

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gimymblert
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« Reply #466 on: November 07, 2018, 07:08:05 PM »




Global Illumination in Godot Engine @ Gamelab BCN 2018
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gimymblert
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« Reply #467 on: November 17, 2018, 08:37:49 PM »




Free Texture Map Resources -- Free Game Development Series

https://devga.me/free/3d-models-and-textures/
https://devga.me/free/




Instant Meshes -- Must Have Free 3D Retopology Tool
« Last Edit: November 17, 2018, 08:51:42 PM by gimymblert » Logged

gimymblert
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« Reply #468 on: November 17, 2018, 10:11:47 PM »




Meshroom -- 3D Models from Photos using this Free Open Source Photogrammetry Software





Physically Based Rendering -- Academy Award Winning Book Now Free
http://www.pbr-book.org/3ed-2018/contents.html


https://unity3d.com/fr/how-to/light-baked-prefabs-on-mobile
Using light-baked prefabs on mobile devices
and other cheap tricks to get to 60fps on low-end phones

https://assetstore.unity.com/icon-collective-volume-1-yggdrasil
High quality art packages from top industry talent
We are collaborating with top industry talent to launch and develop new asset volumes for the Unity Asset Store to enable creators to build AAA worlds.

https://www.youtube.com/watch?v=CCRI4TY1v08?
WebGPU + WHLSL -- The Future of 3D In The Browser?

http://www.scratchapixel.com/index.php
Learn Computer Graphics From Scratch!

https://80.lv/articles/free-procedural-board-game-map-generator/
Free Procedural Board Game Map Generator

https://www.youtube.com/watch?v=7Z1SgCmNZqk?
VRoid Studio -- Free 3D Anime Style Character Creator
https://vroid.pixiv.net/download.html

https://www.numerama.com/sciences/426594-cette-police-vous-semble-illisible-elle-permet-de-memoriser-plus-facilement-un-texte.html
Cette police vous semble illisible ? Elle permet de mémoriser plus facilement un texte
« Last Edit: November 17, 2018, 11:31:06 PM by gimymblert » Logged

gimymblert
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« Reply #469 on: November 17, 2018, 11:35:55 PM »




Materialize -- An AMAZING Free Texture Map Generating Tool
https://www.youtube.com/watch?v=aXAkf7OHzGw?
Materialize Now Open Source! Learn How To Build in Unity.

http://www.museth.org/Ken/OpenVDB_files/Museth_TOG13.pdf
VDB: High-Resolution Sparse Volumes with Dynamic Topology
http://www.museth.org/Ken/Publications.html
« Last Edit: November 17, 2018, 11:50:35 PM by gimymblert » Logged

gimymblert
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« Reply #470 on: November 22, 2018, 08:25:24 AM »




GCAP 2018: Optimising Graphics for Mobile Devices in Unity




GCAP 2018: Procedural Generation by Automating Blender
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gimymblert
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« Reply #471 on: November 22, 2018, 09:42:01 PM »




Revision 2018 - Seminar - How to use Voxel Cone Tracing with two bounces for everything

https://www.youtube.com/user/RevisionParty/videos
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gimymblert
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« Reply #472 on: November 23, 2018, 01:11:44 PM »

http://www.polygonalmind.com/blog/how-we-build-an-entire-universe-in-a-year-and-a-half
How we built an entire universe in a year and a half.




FMX2017 Technical Directing Special: Real-time Volumetric Cloud Rendering

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gimymblert
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« Reply #473 on: November 23, 2018, 08:28:30 PM »

https://www.youtube.com/watch?v=pOcF7rCXb8g?
GCAP 2018; Unity Tech for Indies

more performance
https://www.youtube.com/watch?v=dJjmJWaPDQQ?
GCAP 2018: A Thousand Cuts Down to 5

https://www.youtube.com/watch?v=19NM6QOK2OU?
GCAP 2018: Drawing Heaps of Objects on Console, Fast, as an Indie
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gimymblert
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« Reply #474 on: November 28, 2018, 05:53:46 PM »

http://nothings.org/gamedev/ssao/
Corners Don't Look Like That:
Regarding Screenspace Ambient Occlusion
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« Reply #475 on: November 29, 2018, 03:32:31 AM »

Quote
For the same reason, the following discussion is not the most scientific nor at all thorough.
... they wrote before proceeding to do thorough data gathering and plotting it in a clear, direct matter that really shows the point.

Awesome article
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gimymblert
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« Reply #476 on: November 29, 2018, 01:26:14 PM »

Ambient occlusion, from my own understanding, was always an artistic effect to be an approximation of GI using direct local information to reproduce something artist did to make shape defined. It's teh same way why fill light exist. I don't think it's meant to be a realistic effect. In fact it used to be call dust pass in CG, and was assimilated to "dust" (and other stuff) accumulating in corner. Ane the phenomenon that is more contributing here is bevelling in the real photo.

That meaning was certainly lost when the technique got super popularized with screen space technique. But a lot of paper do indicate it's not realistic, mostly the primary sources.
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JobLeonard
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« Reply #477 on: November 29, 2018, 01:38:34 PM »

The brief HN discussion on the topic from 2015 had some insightful comments:

https://news.ycombinator.com/item?id=10105437

Quote
Having more of the history of SSAO, and measuring some rendered images in the same way, would help this article..

Several corrections here:

1) Historically, SSAO was never intended solve wall corners. That was already being done with baked textures, in games like Doom and Quake. It was first used in CryEngine to show deep crevices in fabric folds, and plants. Objects that capture light.

2) The examples of 'ugly' artifacts are just that, incorrect implementations. There should be no halo or shadow around objects, which is caused by not implementing a smart-blur, which is required for SSAO.

3) Even in scenes containing walls, SSAO is often better because - other than baked lighting - the alternative was just straight Phong illumination, which gives essentially a straight line profile using the technique the author describes. Analyze corners for regular Phong and SSAO in the same way, and you'll find Phong is the worse of them. For example, regarding the images where the author says "And sure enough, the darkening is way less prominent here than I think it is visually.." What is not realized is that, with basic phong rendering, those gradual curves >would be flat lines< since the surface normals are constant. So yes, the effect is quite subtle, but we are still seeing a profile curve which has a 'curve' to it, and we notice (feel/see) that.

4) SSAO is now replaced by HBAO, and even further by VXGI (Voxel cone tracing) and other GI methods that truly solve wall corners in the correct way. Most of what the author is measuring here is multi-bounce lighting, which is correctly simulated by these new techniques.

Each method has its particular uses, and SSAO fits into that history for specific needs.

(Full disclosure: I work for NVIDIA, but the thoughts expressed here are my own.)
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gimymblert
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« Reply #478 on: December 01, 2018, 11:51:01 PM »

https://alastaira.wordpress.com/2013/11/26/lighting-models-and-brdf-maps/
Lighting Models and BRDF Maps

https://docs.unrealengine.com/en-us/Resources/Showcases/PhotorealisticCharacter
Photorealistic Character
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gimymblert
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« Reply #479 on: December 12, 2018, 11:23:01 AM »




Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile - Unite LA




Capturing real-world materials for real-time development - Unite LA | AutoTech Summit
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