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TGE fur-rendering!
TGE fur-rendering!
| Name: | Koushik | |
|---|---|---|
| Date Posted: | Apr 26, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Koushik |
Blog post
Hullo Folks!
After a hectic past week and a possibly more-occupied coming week, I decided to take some time off from the "usual stuff" and do something different. I had laid some foundations for implementing a GLSL fur-shader as part of my framework for TGE.
First, I think it would be wise for me to explain some fundamentals before I show-off some stuff. The fur rendering technique I've used is different from other common shader effects like per-pixel lighting and normal-mapping. It uses multiple rendering passes. For DTS objects, TGE does not support multi-pass rendering out of the box, I had to add that functionality myself.
The technique is a modification of the popular "shells and fins technique for realtime fur-rendering" which was a white-paper released by some Folks from Microsoft and UCal, Berkeley (I think). It was a pretty novel method and the best part is that it would work on a shader model 2.0 card! (Thats the best one I've got). As I have ranted on elsewhere, I use a GeForce2 MX card for most of my stuff (I know, I know... its from the stone ages). I have access to a GeForce 6150 on a friend's comp, which I use to my tests with shaders.
Anyway, that said, I have some screens - sorry that the size is only 800 x 600, my card couldn't render 6 passes on a higher resolution at a frame rate greater than 5 FPS. For the same reason, I couldn't really make a video, but if you take my word for it, it looks fantastic :P
The model is from a game I'm writing for a gamedev contest, the shots are from the show tool included with the SDK.
Hope you guys like it!!




After a hectic past week and a possibly more-occupied coming week, I decided to take some time off from the "usual stuff" and do something different. I had laid some foundations for implementing a GLSL fur-shader as part of my framework for TGE.
First, I think it would be wise for me to explain some fundamentals before I show-off some stuff. The fur rendering technique I've used is different from other common shader effects like per-pixel lighting and normal-mapping. It uses multiple rendering passes. For DTS objects, TGE does not support multi-pass rendering out of the box, I had to add that functionality myself.
The technique is a modification of the popular "shells and fins technique for realtime fur-rendering" which was a white-paper released by some Folks from Microsoft and UCal, Berkeley (I think). It was a pretty novel method and the best part is that it would work on a shader model 2.0 card! (Thats the best one I've got). As I have ranted on elsewhere, I use a GeForce2 MX card for most of my stuff (I know, I know... its from the stone ages). I have access to a GeForce 6150 on a friend's comp, which I use to my tests with shaders.
Anyway, that said, I have some screens - sorry that the size is only 800 x 600, my card couldn't render 6 passes on a higher resolution at a frame rate greater than 5 FPS. For the same reason, I couldn't really make a video, but if you take my word for it, it looks fantastic :P
The model is from a game I'm writing for a gamedev contest, the shots are from the show tool included with the SDK.
Hope you guys like it!!




Recent Blog Posts
| List: | 09/21/08 - Shaders galore! 08/05/08 - Major announcements! 06/16/08 - ...And the sun shines again!! 04/26/08 - TGE fur-rendering! 04/08/08 - TGE normalmapping take 2 (image heavy) 03/25/08 - TGE Bump mapping - first screens! 03/10/08 - Shaders and Shiny pictures!! |
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Submit your own resources!| Stephan (viKKing) Bondier (Apr 26, 2008 at 14:43 GMT) |
Nice work. Outstanding development.
| Mladen Bosnjak (Apr 26, 2008 at 15:08 GMT) |
| Kory James (Apr 26, 2008 at 16:36 GMT) |
| Novack (Apr 26, 2008 at 17:53 GMT) |
| David Montgomery-Blake (Apr 26, 2008 at 18:21 GMT) |
| Christian S (Apr 26, 2008 at 22:29 GMT) |
| Koushik (Apr 27, 2008 at 01:09 GMT) |
@ Mladen:
Are you called septurion by any chance? Just curious... :)
I don't know when I'll be releasing this though. Most of the stuff is hardcoded in the engine ATM, so I need to beef if up a bit and put it into the scripts.
@ Kory James:
TGEA comes with multi-pass rendering, so it shouldn't be as difficult. The problem is that TGEA uses DirectX and I'm not that comfortable with DirectX and HLSL to be honest. The other thing is that I haven't used TGEA at all , apart from looking at the eye-candy in the demo, so I'm not sure. I'm guessing that it shouldn't be too much work, though.
@David, Christian:
Actually, I have something else up my sleeve... mwahaha (evil laugh, with lightning in the background...)
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