Monthly Archives: September 2014

Deferred Shading – More Lights

Tested 1024 Dynamic Point Lights. These screenshots have been Captured in Debug Mode. For performence test I am working on importing Sponza Model.

Final Result

Final Result

Read the rest of this entry

WIP: Deferred Rendering

I recently started working on JustAnotherGameEngine again. Although ToneMapping was left incomplete in april I have started on Deferred Rendering for now.Plan is to do ToneMapping after this so that I would have some test scenes with lights rather than just HDR skybox. Because I feel its more difficult to do Tonemapping properly in a 3D scene with multiple dynamic light sources or varying luminosity rather than just a skybox and will be a good test while testing different tone mapping operators.

Read the rest of this entry

WIP: HDR Rendering – ToneMapping using Compute Shader

chEngineToneMappingCS 2014-09-25 00-29-54-53

I worked on a basic naive implementation of HDR rendering few months back using old DX9 style pixel shaders. Actually I have a lot of old experimental shaders created in Nvidia FX Composer long back (tone-mapping, physically based BRDFs, etc) and I integrate them to the engine as required providing backend support in c++ code and improve on them as necessary using Direct3d11 features. So that old pixel shader based ToneMapping shader was one such example.  It was not so great either in quality or the performance but not so bad for first implementation. Here are the rendering stages involved in that implementation : –

Read the rest of this entry