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:
Posts Tagged 'Realtime Lighting'
Jan 4th, 2010 @ 11.17
First of all, happy new year to everyone.
During the last weeks I started implementing shadows for the sun light. This is the result:
Currently I use a regular 2k shadowmap with a 12 tap random disc PCF. You can see some noise artifact at the shadow borders. I tried a blur pass on it, but the result looked even more ugly.
Dec 15th, 2009 @ 22.40
Oct 31st, 2009 @ 09.31