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Published: 2010-09-22 08:17:32 +0000 UTC; Views: 5472; Favourites: 19; Downloads: 224
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Description
The nano suit from Crysis being rendered in real-time (over 160 FPS on my GTX 260 Core 216) in my engine "Nucleus".The scene is lit by 3 spot lights using Variance Shadow Mapping. Upon reflectance evaluation, a custom BRDF analytically approximates area lighting from a spherical source.
A constant Fresnel term is factored in to simulate environmental reflection.
The final pass performs glare simulation (not your regular Bloom, this one combines several Gaussian-filtered images with varying kernels and doesn't cause hue shifting). Spatial and chromatic acuity loss is also simulated, but it's not apparent in this image.
Finally, slight animated noise added to the HRD image hides any banding which might emerge.
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Comments: 8
codeinsane In reply to bonerific [2010-11-22 02:28:31 +0000 UTC]
xD
I need to render some chicks now!
👍: 0 ⏩: 0
codeinsane In reply to phresnel [2010-10-06 04:43:24 +0000 UTC]
Thanks! Took me a while to get my insane system up and running. Involved a bit of a codebase rewrite ( and yet, another one seems to be on he horizon - this time to C++ ... *sigh* ).
Raytraced? Haha, nuh, that's just OpenGL-powered rasterization without and tray-racing. It wouldn't look so neat without the awesome model, which includes albedo (with baked AO), specular and normal maps (it's really hard to find good models "out there" unless you're hooked up with some artist). Still, the area lighting approximation does take away a bit of the "cg look", so does subtle glare and Variance Shadow Maps
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phresnel In reply to codeinsane [2010-10-20 09:25:47 +0000 UTC]
Sometimes the most subtle effects have the biggest impact.
Think of civilian ppl that argue artificial imagery for looking somehow computerish, but they can't describe why. To them, it is subtle. To us, we know why (or often do).
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codeinsane In reply to phresnel [2010-10-31 13:11:39 +0000 UTC]
That's pretty much my motivation behind spending so much time on effects you normally don't "see". A heap of these subtle effects may eventually contribute to a significant increase in realism
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