Ogre Soft Shadows Demo

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
User avatar
nullsquared
Old One
Posts: 3245
Joined: Tue Apr 24, 2007 8:23 pm
Location: NY, NY, USA
x 11

Ogre Soft Shadows Demo

Post by nullsquared »

There's a post in General Discussion, but that's more of the "development" part. I decided to post a showcase thread containing nothing more than screen shots and the direct downloads: (I don't know, people seem to "miss it" in the General Discussion thread since the screen shots and stuff is pretty scattered around)

Image

Image

Image

Image

Image

Image

Image

Image

Link0: http://cheapfilehost.com/file.php?file= ... c76021392d
Link1: http://rapidshare.com/files/98990587/Og ... o.zip.html
Link2: http://www.mediafire.com/?10x0x0gumyy

Original thread: http://www.ogre3d.org/phpBB2/viewtopic.php?t=39557

@ mods: If you think this thread is worthless, no problem if you deem to get rid of it.
User avatar
my.name
Goblin
Posts: 222
Joined: Tue Aug 08, 2006 2:58 pm
Location: Moscow
x 1

Post by my.name »

oO
Image
Image
User avatar
Denis_
Halfling
Posts: 43
Joined: Thu Jan 04, 2007 1:43 pm
Location: Belarus
x 2

Post by Denis_ »

my.name wrote:oO
Ñ‚Ñ‹ терь каждый поÑ
User avatar
my.name
Goblin
Posts: 222
Joined: Tue Aug 08, 2006 2:58 pm
Location: Moscow
x 1

Post by my.name »

nice =)
Image
Image
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66

Post by sinbad »

Great work - more detailed discussion in your dev thread :)
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Post by :wumpus: »

Whoa, very nice
User avatar
Jallen
Halfling
Posts: 61
Joined: Sat Dec 29, 2007 8:34 pm

Post by Jallen »

Nice one Null

I also noticed that these look a lot better than the ones which were in portalized to begin with. They kind of appears blocky because the edge bits were too big. This however looks really good, reminds me of Crysis.
Last edited by Jallen on Fri Mar 14, 2008 5:10 pm, edited 1 time in total.
User avatar
Evak
Orc Shaman
Posts: 707
Joined: Sun Apr 02, 2006 7:51 pm
Location: Sacramento, CA
x 1

Post by Evak »

very nice, I have to see if I can get one of our programmers to look at your shadow demo and implement something similar in our app. Will be interesting to see how well it performs compared to the ugly but fast stencils were using at the moment.
User avatar
nullsquared
Old One
Posts: 3245
Joined: Tue Apr 24, 2007 8:23 pm
Location: NY, NY, USA
x 11

Post by nullsquared »

Evak wrote:very nice, I have to see if I can get one of our programmers to look at your shadow demo and implement something similar in our app. Will be interesting to see how well it performs compared to the ugly but fast stencils were using at the moment.
There's a high chance that this will perform worse than stencil shadows, depending on your machine setup and game setup.
User avatar
Evak
Orc Shaman
Posts: 707
Joined: Sun Apr 02, 2006 7:51 pm
Location: Sacramento, CA
x 1

Post by Evak »

There's a high chance that this will perform worse than stencil shadows, depending on your machine setup and game setup.
Yeah, I expect so, our game isn't taxing my a64 3000+ 7800GS at all, so maybe it would still be suitable for high graphics settings. Will be interesting to find out :)
User avatar
Jabberwocky
OGRE Moderator
OGRE Moderator
Posts: 2819
Joined: Mon Mar 05, 2007 11:17 pm
Location: Canada
x 218

Post by Jabberwocky »

nullsquared wrote:
Evak wrote:very nice, I have to see if I can get one of our programmers to look at your shadow demo and implement something similar in our app. Will be interesting to see how well it performs compared to the ugly but fast stencils were using at the moment.
There's a high chance that this will perform worse than stencil shadows, depending on your machine setup and game setup.
Stencil shadows are a killer if you're using them on a lot of high-poly models. Evak - I'd definitely give this a shot to compare performance
Image
bharling
Gremlin
Posts: 166
Joined: Fri Jun 30, 2006 1:04 pm

Post by bharling »

Fantastic Work, 10 gold stars :)

- have integrated it into my app and looks loverly.

on my work 8500GT its around 130 fps, on my home X1650 its about 95 fps, but doesn't look as nice as it does on the NVIDIA card ( lots of aliasing around the shadow boundaries ). I guess that issue has been covered a lot in this and related threads though! C'mon ATI - sort it out!

Both OGL and D3D seem to work on both cards.
Was here
User avatar
nullsquared
Old One
Posts: 3245
Joined: Tue Apr 24, 2007 8:23 pm
Location: NY, NY, USA
x 11

Post by nullsquared »

bharling wrote:Fantastic Work, 10 gold stars :)

- have integrated it into my app and looks loverly.

on my work 8500GT its around 130 fps, on my home X1650 its about 95 fps, but doesn't look as nice as it does on the NVIDIA card ( lots of aliasing around the shadow boundaries ). I guess that issue has been covered a lot in this and related threads though! C'mon ATI - sort it out!

Both OGL and D3D seem to work on both cards.
This should probably go in the discussion thread, but, I'll put it here - I have to probably update the demo to emulate bilinear filtering for AMD cards. NVidia cards support bilinear filtering on floating point textures since the 6000 series; yet, AMD, on the other hand, seems to only support it on the HD2000 series and up.
User avatar
Samuelgames
Gnoblar
Posts: 15
Joined: Fri Mar 14, 2008 12:44 am

Post by Samuelgames »

Haha, nice one Null, you did well making your soft shadows with Spot Light, and hey, self shadowing, well done :)
bharling
Gremlin
Posts: 166
Joined: Fri Jun 30, 2006 1:04 pm

Post by bharling »

I found this implementation of gpu bilinear filtering, will try and integrate it into your shader, I dont think it'll be too difficult.
http://www.ozone3d.net/tutorials/glsl_ ... ng_p02.php


trobule is, I'm on my NVIDIA machine a the moment, so need to wait until I get home before seeing any results ...
Was here
User avatar
nullsquared
Old One
Posts: 3245
Joined: Tue Apr 24, 2007 8:23 pm
Location: NY, NY, USA
x 11

Post by nullsquared »

bharling wrote:I found this implementation of gpu bilinear filtering, will try and integrate it into your shader, I dont think it'll be too difficult.
http://www.ozone3d.net/tutorials/glsl_ ... ng_p02.php


trobule is, I'm on my NVIDIA machine a the moment, so need to wait until I get home before seeing any results ...
Oh, neat. Thanks for the find! I can integrate that, no worries - there's a bit more to it than just the shaders being edited because first we want to detect whether the card is an AMD or NVidia. That's why I put the demo as 99% percent done, not 100% ;). I think I'm also going to fix the demo up a bit to not blow up on low end cards, and use regular shadow mapping instead.
User avatar
Praetor
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3335
Joined: Tue Jun 21, 2005 8:26 pm
Location: Rochester, New York, US
x 3

Post by Praetor »

The GPU render caps tell you whether the card is ATI or nvidia. Shouldn't be hard to use a define or swap a shader based on that value.
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66

Post by sinbad »

Praetor wrote:The GPU render caps tell you whether the card is ATI or nvidia. Shouldn't be hard to use a define or swap a shader based on that value.
Yep - only in Shoggoth though. RenderSystemCapabilities::getVendor is the magic function. I really wanted to put something in to detect major card generations too, but it gets really fiddly - lots of deviceIDs that aren't always sequential on D3D, and horrid text matching in GL.
User avatar
DaCracker
Gremlin
Posts: 192
Joined: Thu Jan 27, 2005 9:57 am
Location: Sweden

Post by DaCracker »

Looks great, well done man! :D
----------------------------------------------------
DaCracker's Common Lib:
http://sourceforge.net/projects/dacrackerslib/
User avatar
ENGine
Goblin
Posts: 266
Joined: Fri Jan 27, 2006 9:13 pm
Location: Belarus
x 2

Post by ENGine »

Seregvan
Gremlin
Posts: 167
Joined: Sat Dec 15, 2007 11:44 pm

Post by Seregvan »

looks nice =)
User avatar
nullsquared
Old One
Posts: 3245
Joined: Tue Apr 24, 2007 8:23 pm
Location: NY, NY, USA
x 11

Post by nullsquared »

Is that this shadow mapping implemented into your game/project? Looks really cool! :D
User avatar
ENGine
Goblin
Posts: 266
Joined: Fri Jan 27, 2006 9:13 pm
Location: Belarus
x 2

Post by ENGine »

thanks =) Yes it's screens from my project.
Romz
Gnoblar
Posts: 22
Joined: Wed Mar 26, 2008 4:53 pm
Location: Paris, France

Post by Romz »

Really nice!

I made a quick test (1 directionnal that doesn't make shadows, and 2 spotlights) and here is what I got:

Image
Image

Why is the shadow darker on some cube faces than on the ground ?

Another thing is that, when I'm moving the light (every frames), the shadow is making waves :( And on the 2nd screenshot you can see that, I have only cubes and I got a weird round shadow corner (the ones projected on the facing cubes). I think there is a relation ...

Anyway this is really nice, but if you have any idea to improve it (or solve my issues), then ... :P
User avatar
ScurvyKnave
Gremlin
Posts: 150
Joined: Mon Oct 10, 2005 5:57 pm

Post by ScurvyKnave »

:lol:

The comments in the code crack me up.
// stupid constructor.
// tell the window it's active (duh, rofl)