Posts Tagged 'Realtime Lighting'

Jul 28th, 2010 @ 21.36

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. As soon as its ready you can also watch my talk at events.mi.hdm-stuttgart.de

Jan 29th, 2010 @ 17.23

First of all, happy new year to everyone.

During the last weeks I started implementing shadows for the sun light. This is the result:

final shadow filtering

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.

Jan 29th, 2010 @ 17.23

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

multiple lights using deferred shading distance fog with a slight blur

still no shadows :(

Oct 31st, 2009 @ 10.07

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.