Nov 14th, 2009 @ 13.31

Originally, my plan for this week was redoing the scene graph of the Vergence Engine. But meehhh, programming all the time isn’t that fun. So I did some modeling this week. More precisely redos of older models (the old tire was made by Kai). Here are a two comparison renderings:

And finally the 3ds max 64bit exporter is working and has a unit converter now 🙂

Nov 4th, 2009 @ 21.26

I am currently improving the visual quality and performance of the deferred rendering system for the Vergence Game Engine. Here are some shots showing the screen space ambient occlusion we use. A really good trick is to use a very small random texture (4×4 in my case) so you can blur out the noise easily. I use four blur passes with a simple depth weighted cross filter, which runs super fast. Varying the blur kernel size over the passes gave me a stable result without any visible noise artifact.

Next step will be view frustum culling (oh yes we don’t have the simple things 🙂 ) and then hopefully get the multithreaded rendering system working. While profiling I recognized our HDR-Bloom is pretty expensive too. I will work on that later.

Oct 31st, 2009 @ 09.31

Yesterday I gave a presentation at the gamesday at my university. The talk was about realtime lighting, especially about deferred and light prepass rendering. You can watch the slides here:

Or download as pdf

As soon as the videostream is ready, I will post the link here.

Oct 13th, 2009 @ 17.42

a few new pics, still W.I.P.


Sep 19th, 2009 @ 18.53

The successor of my frame at an extremely good price. I just couldn’t resist and I don’t regret it. Awesome stuff!