Posts Tagged 'Realtime Lighting'

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.

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

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 🙁

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.