Posts Tagged 'Deferred Rendering'

Jul 28th, 2010 @ 21.35

Today I gave a presentation at the first Summer University at the HdM. The last two days, Andreas Stiegler talked a lot about engine architecture, gameobjects and making everything ready for multiplayer games. I talked about how to connect a render pipeline to the engine and also about deferred rendering and lightprepass renderer. You can watch the slides here:

Or download as pdf. You can also watch my talk here.

Dec 15th, 2009 @ 22.40

Here it is, the first shots with multiple lights in nice colors… Christmas time! Also note the slight depth blur in the second shot…

still no shadows 🙁

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.