Archive for 'gpu'

Jumped onto HDR bandwagon

I’m doing a small HDR demo for fun. Nothing fancy - linear gamma, Reinhard’s tone mapping and whatnot - everyone does that. But the thing I made so far does not even look good! :)

I’m trying to support both HDR and FSAA at the same time on ordinary DX9 hardware (no Radeons 1k) by using RGBE8 rendertarget for the main scene. It’s all okay so far.

The most difficult task right now is making it look good. Once I have that I’ll post the results.

The video cards are damn fast

I was working on our next demo the other day. Boy, the video cards are damn fast nowadays!

We have a high-poly model for the main character (~200k tris), for the demo we use low-poly (~6500 tris) and a normalmap. Now, I’ve put 128 lights scattered on the hemisphere above him, each using shadow buffer. I have 4 shadow buffers, render to these from four lights, then render the character, fetching shadows from four shadowmaps at once. The result is that it’s almost realtime ambient occlusion for the animating character, and it runs at ~40FPS on my geforce 6800gt!

This is of course pretty useless, we don’t need realtime AO in the demo. But it has been nice :)