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Shadows and Fractals

29 Sep

Video of the first test of deferred rendering with a spotlight casting shadows, through use of a shadowmap with 256 by 256.

This video was taken in debug mode, hence the speed (which is pretty impressive nevertheless).

All light sources in this renderer can be shadowcasters or not, which will take different code paths in the renderer, to minimize DIP calls.

This is for the new game project in which I’m involved (no information on this yet… please be patient, eheheh)…

The ideia is to have a fully fledged deferred renderer to power the game… Currently I’m adding shadow support (through shadowmaps)… I only have spotlight support, but the rest should be done easily now that the hard part is over… Still want to add blurring to simulate soft-shadowing (and to disguise some bad artifacts as you can see in the video).

On another note, check out this extremely amazing video:

Although I’ve done some study of fractals in the past, I have no idea on how to get the third dimension on a Mandelbrot set, to be honest…
But the shading and texturing work give it so much atmosphere… It’s one of the most impressive videos I’ve ever seen on pure computer graphics…

 
 

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