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3D-Tech News Around The Web / Moving Frostbite to Physically Based Rendering (PBR)
« Last post by JeGX on November 04, 2014, 12:49:31 PM »
Over the course of the past few months, we have been re-evaluating our entire approach to image quality in Frostbite. Our overall goal has been to achieve a coherent and cinematic look while simplifying high-quality content creation for our game teams and artists. Moving to physically based rendering (PBR) was the natural way for us to achieve this.

This talk & detailed course notes covers what we’ve learnt during this R&D process and transition that we’ve gone through together with multiple game teams within Electronic Arts – all the different concepts & steps needed to transition a production game engine to PBR, including details that are often bypassed in the literature.

All slides:
English forum / Funny Webcam
« Last post by JeGX on November 04, 2014, 12:21:25 PM »
A quick test that mixes geometry instancing and webcam.  Each cube is stretched along z axis according to the value of the texture (the webcam output).  I will put the demo in the code sample pack later.

English forum / GLSL Hacker released
« Last post by JeGX on November 03, 2014, 08:19:15 PM »
A new version of GLSL Hacker is available for all platforms (Windows, OS X and Linux).

Complete story is available here:


Code sample pack:

Version - 2014.11.03
+ added new plugin based on FreeType-GL to eaily render true type fonts
 (all gh_utils.ftgl_xxxxxxx() functions).
+ added support of omni-lights shadow mapping with cube shadow maps
  (gh_camera.set_orientation_cubemap(), gh_render_target.create_cubemap(),
+ added support of user clipping planes (gh_renderer.enable_state()/disable_state()).
+ added get_orientation_euler_angles(), get_absolute_orientation_euler_angles(),
  get_orientation_vectors(), get_orientation_vector_z(), get_absolute_orientation_vectors()
  get_absolute_orientation_vector_z() to gh_object lib.
! updated camera orientation. Now a camera's children are correctly oriented.
+ added copy_transform() to gh_object lib.
+ added detection of OS X 10.10 Yosemite.
3D-Tech News Around The Web / CUDA pathtracer
« Last post by JeGX on November 03, 2014, 05:55:59 PM »
3D-Tech News Around The Web / Acer Aspire V Nitro Black Edition: 4K gaming laptop
« Last post by JeGX on November 03, 2014, 05:33:26 PM »
Acer has launched a new gaming laptop with 4K display.

Main features:
- Intel Core i7-4710HQ
- 16 GB of DDR3 memory
- NVIDIA GeForce GTX 860M
- 256GB SSD + 1TB HDD
- 4K display (3840 x 2160 pixels)


English forum / User clipping planes
« Last post by JeGX on November 03, 2014, 04:52:51 PM »
The support of user clipping planes has been added to GLSL Hacker 0.8.0+.  User clipping planes are very easy to use: you need a GLSL program that deals with gl_ClipDistance and you need to enable one of the available user clipping planes with gh_renderer.enable_state("GL_CLIP_DISTANCE0").

A demo is available in the host_api/Clip_Planes/ folder of the code sample pack v2.25.0.

This demo is based on this article:

English forum / FreeType-GL plugin (TTF and OTF)
« Last post by JeGX on November 03, 2014, 04:17:00 PM »
One of the coolest features of GLSL Hacker 0.8.0 is the support of FreeType GL via a dedicated plugin. Thanks to this new plugin, GLSL Hacker can now load any TTF (True Type Font) or OTF (Open Type Font) file. I also added a small Lua lib (gx_font.lua in the libs/lua/ folder of glsl hacker) to make things easier.

INIT script:
Code: [Select]
-- Load an otf file:
font = ftgl_load_font(demo_dir .. "data/BebasNeue.otf", 30)

FRAME script:
Code: [Select]
ftgl_print(font, 10, 60, 1.0, 1.0, 0, 1.0, "GLSL Hacker rocks!")

Demos are available in the host_api/freetype-gl/ folder of the code sample pack v2.25.0.

The plugin is available for all platforms (Windows, OSX and Linux).

English forum / Omnidirectional Shadow Mapping
« Last post by JeGX on November 03, 2014, 04:00:04 PM »
GLSL Hacker supports shadow mapping with omni-directional lights.  Omni-directional shadow mapping is cool because a light can cast shadows in all directions.  Omni-directional shadow mapping (or cubic shadow mapping) relies on a cubemap and requires 6 passes to render the scene.

This demo is available in the host_api/Shadow_Mapping/Omnidirectional_Shadows/ folder of the code sample pack v2.25.0.

3D-Tech News Around The Web / Rendering Fields of Grass using DX11 in GRID Autosport
« Last post by JeGX on October 23, 2014, 08:01:04 PM »
One thing we wanted to improve upon with GRID Autosport was our trackside environments, in particular the grass. The old system had served us well but it was time for an improvement so step up Rich Kettlewell, one of our programming wizards who set about the task of doing just that.

Below you’ll find a brief presentation which goes into how we achieved this and the effects it has on the game itself. The presentation was given at the Develop conference and while it was originally meant for game developers we hope you enjoy taking a look at what goes on behind the scenes.


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