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#1 |
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Posts: n/a
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![]() Description It's a screenshot from Unigine v0.33 demo. Unigine is a high-tech cross-platform (Win32/Linux) engine of virtual worlds. Main fields of application are games and virtual reality systems. The screenshot demonstrates PRT (Precomputed Radiance Transfer) lighting, soft shadows, sky with sun energy scattering, reflection (see splinters of glass in the right-bottom corner). Demo features: # PRT (Precomputed radiance transfer) lighting # HDR (High Dynamic Range) rendering # Procedural sky with light scattering # Postprocessing: motion blur # Reflection # Interactive lighting configuration tool # Up to 350k polygones per frame # Benchmark mode is available You can download this demo (and 2 others) from our website: http://unigine.com/download/ We highly recommend you to use latest stable versions of drivers for your video card to run the demo. More screenshots: http://unigine.com/screenshots/ Full Unigine features list: http://unigine.com/features/ |
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#2 |
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DevMaster Staff
Join Date: Jul 2003
Location: Northern Ireland
Posts: 1,250
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I've been a frustum.org fan for a long time, and these demos are really a joy indeed - and crossplatform
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#3 |
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Member
Join Date: Oct 2005
Location: Florida
Posts: 78
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How do you like HDR rendering so far?
corey |
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#4 |
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DevMaster Staff
Join Date: Jul 2003
Location: Northern Ireland
Posts: 1,250
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When I enabled HDR, I just got a black screen
I have a GeForce 6800, and hoped for pretty images. |
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#5 |
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New Member
Join Date: Oct 2005
Posts: 9
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Don't use HDR with AA because it's impossible due to hardware limitations.
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#6 |
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Valued Member
Join Date: Aug 2004
Posts: 120
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ATI 9700 mobility (128 meg vmem), AMD 64, and 1 gig ram: runs the 128mb version nicely (did not try HDR)
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#7 |
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New Member
Join Date: Oct 2005
Location: Glasgow, Scotland, Britan
Posts: 4
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Would you be able to disclose any technical details about the PRT implementation. Is it per-vertex or perhaps -texel? Some lighting artifacts are vissible upon close inspection, most likely due to dynamic subdivision. This points to texture involvment.
A realy nice demo with a simmilar wow factor to the digoth moor wxp demo from the geforce 256 days. Lovely stuff ![]() |
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#8 |
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New Member
Join Date: Oct 2005
Location: Glasgow, Scotland, Britan
Posts: 4
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Ok, on closer inspection the wireframe view shows a high tesselation pointing to vertex lighting but that still does not explain the odd shading artefacts. Perhaps this is due to some implementation of coeficient gradients. This is the best demo i have seen for the pc yet.
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#9 |
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New Member
Join Date: Oct 2005
Location: Kaunas, Lithuania
Posts: 27
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Is the 350k polys/frame a hardcoded upper limit? If so - why?
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#10 |
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New Member
Join Date: Oct 2005
Posts: 9
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No, there is no hardcoded poly count limits. There are up 350k polygones per frame in this particular demo.
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