Screen Space Global Illumination Experiment

Everything about the development of Urho3D.

Screen Space Global Illumination Experiment

PostPosted by artgolf1000 » 01 Dec 2016, 14:03

Hi,

I have put it on Github, it can run on mobile devices now, enjoy it!

https://github.com/meshonline/Screen-Space-Global-Illumination

Image
Last edited by artgolf1000 on 13 Dec 2016, 03:00, edited 18 times in total.
User avatar
artgolf1000
Have some posts
Have some posts
 
Posts: 38
Joined: 31 Aug 2016, 08:49

Re: Screen Space Global Illumination Experiment

PostPosted by sabotage3d » 01 Dec 2016, 18:53

Nice! Do you have video?
User avatar
sabotage3d
Have many posts
Have many posts
 
Posts: 515
Joined: 25 Oct 2014, 13:26

Re: Screen Space Global Illumination Experiment

PostPosted by Lumak » 02 Dec 2016, 16:20

Is it only the floor lighting? That's the only difference that I see between SSGI and ORIGIN pics. Maybe I'm just blind.

Edit: well now that you've replaced your original screenshots, my previous comment is kind of moot.
Last edited by Lumak on 19 Dec 2016, 18:31, edited 1 time in total.
Lumak
Have many posts
Have many posts
 
Posts: 425
Joined: 08 Jun 2015, 15:38

Re: Screen Space Global Illumination Experiment

PostPosted by codingmonkey » 19 Dec 2016, 15:06

Nice feature!
But I guess it's broken because in Editor's viewport it's not working properly
I even try to increase among of GI by commenting line : //gi /= float(GRID_COUNT * GRID_COUNT);

Image
User avatar
codingmonkey
Have many posts
Have many posts
 
Posts: 517
Joined: 21 Oct 2014, 19:26
Location: Russian Federation, Novosibirsk

Re: Screen Space Global Illumination Experiment

PostPosted by sabotage3d » 19 Dec 2016, 21:02

Roughly what FPS can you achieve on mobile with this technique?
User avatar
sabotage3d
Have many posts
Have many posts
 
Posts: 515
Joined: 25 Oct 2014, 13:26

Re: Screen Space Global Illumination Experiment

PostPosted by artgolf1000 » 20 Dec 2016, 01:02

It does not support Editor at present, since the render path is special.

To get best result, please set FarClip to smaller value, and only set material of 'DiffCull.xml' to front objects.

I just tested the performance, Running in Xcode, 60 FPS on my iPad Mini Retina in debug mode.

The video is recorded from my iPad Mini Retina:
https://youtu.be/M9cXRAHMhXY
User avatar
artgolf1000
Have some posts
Have some posts
 
Posts: 38
Joined: 31 Aug 2016, 08:49


Return to Developer Talk

Who is online

Users browsing this forum: No registered users and 0 guests

cron