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Submitted by Bruno, posted on February 22, 2002

Image Description, by Bruno

These are work-in-progress shots from our new tech demo, showing off realtime dynamic shadows. Our engine, ASKYN, is able to push quite a hefty quantity of polygons at the graphics card and is heavily optimized for the GeForce family. We will include support for ATI hardware although not right away, as we are waiting until the actual game programming step is over. All elements of the scene are lighted equally, both moving and static ones, although special optimizations are done to each one. Our site is We would like to thank in advance to any one who cares to comment this post.

Image of the Day Gallery


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

February 22, 2002, 10:38 AM

One word.... Holy crap that looks incredible!

Nice work guys.

-=[ Megahertz ]=-


February 22, 2002, 10:40 AM

Incredible.. The shadows look realistic enough... What sort of framerate does this push?


February 22, 2002, 10:43 AM

Looks stunning. How long does it take, to load such a scene?

Johannes Böhm

February 22, 2002, 10:43 AM

wow. really impressive. I esp. like the lighting in the 3rd pic and the cloth in the first one. However, I cannot figure out what the thing on the 2nd. picture in the middle is. A fountain? A demon?

nice shadows, too :)

JP Bridges

February 22, 2002, 10:52 AM


Although the shadows in the first pic look a little too hard, especially around the knives and forks, chairs, etc.

The second pic is too dark too and I can't quite decide what the thing in the middle is.

Apart from that it looks amazing.



February 22, 2002, 10:56 AM

Very nice indeed...
Gonna check the webpage

Muito fixe., mais Portugueses por aqui.., :)



February 22, 2002, 11:02 AM

looks great.
hy biggy;)


February 22, 2002, 11:03 AM

Very nice indeed. The thing in the middle looks like a pool with two statues either side, and a third in the middle. The bottom shot looks the nicest, but are you sure you can move around in the environments real time? :)



February 22, 2002, 11:08 AM

no one gets off without explaining their algorithms, how is your lighting done, and how is it unique?


February 22, 2002, 11:15 AM

I must agree with previous posters, the last scene is the best. The cloth and the charis in shot 1 rocks, though. Although most everyone else can't figure out what shot 2 is of, I do like the dragon gargoyles around the fountian.


February 22, 2002, 11:28 AM

Looks nice. But why doesn't the sun symbol cast a shadow?

Christopher Dudley

February 22, 2002, 11:30 AM

First implression: WOW!

This is nice, probably some of the best shadows I have yet seen, you sure its realtime?

I think it the thing in the middle is just, as stoo said, a little pool with three statues around and another, bulkier statue in the middle. Although it is questionable as to why the thing in the middle has wings sprouting from his hind end. ;)

Excellent work, how does it operate?!?



February 22, 2002, 11:34 AM

This really shows how much visual quality shadows and high-rez lighting can add to a scene. I bet it looks even better animated.

But since this is a game programming site, and not just pretty pictures :), here are some questions and speculations I hope you would consider.

Can you share some point about your implementation of dynamic lighting? What type of shadow algorithm are you using? Its hard to tell from the resolution of the screenshots but I am guessing its stencil shadows, since there is some self-shadowing.

How many lights on average are you able to have lighting a surface with acceptable performance? I would guess each light takes a seperate pass thus killing performance for too many in one scene.

What type of space partitioning schemes did you find useful to cull the dynamic lights incident on surfaces? Also what type of light attentuation method do you use? I've heard its possible to use 3d textures to store irregular light volumes, but probobly its faster to use a 2d xy attentuation map and a 1d z attentuation map and blend them in a register combiner.

Thanks in advance if you have time to answer. Amazing job guys. Its great to see cutting edge technology in progress.


Christopher Dudley

February 22, 2002, 11:37 AM

It is casting a shadow. If you look really closely, it is not floating but sitting on a spindly stand, and that is casting a curly shadow.

I must admit I had to check that out myself, but if you look up a little, by the painting of a pear (I guess that is what it is), you can see the shadow of the little rook-like tops of the thing.



February 22, 2002, 11:48 AM

Yeah, the thing it's sitting in is casting a shadow, that was easy to see, but the sun symbol itself isn't casting a shadow, where it's shadow should be there is only a circle with a line going through it. It's traight to the left of the upper right plate, just below the shadow of the left halfmoon. The star is casting a shadow, the two half moons are casting shadows, but not the sun symbol.


February 22, 2002, 11:48 AM

Holy mother of GOD! That looks incredible!
Realtime dynamic shadows optimized for the geforce family... what frames per second do you get?

Jari Komppa

February 22, 2002, 12:19 PM


I wonder how many years it'll take for an acceptable percentage of gameplayers have a geforce3 so that games may target that as a low-end.. =)

Mitch Buchannon

February 22, 2002, 01:02 PM

Looks good, but I can't see anymore than one light source in any image?


February 22, 2002, 01:34 PM

Well, there is atleast no more than one shadowcasting light source in the pics...


Pieter Anemaet

February 22, 2002, 01:37 PM

I'm getting a GeForce 4 this week and I'll sure as hell check this one out ^____^


February 22, 2002, 01:38 PM

Is that real-time polygonal rendering?! Not offline raytracing?! Amazing!


February 22, 2002, 02:40 PM

I think it's a demonfountain. no seriously.


February 22, 2002, 02:41 PM

Incredible - that 3rd screenshot looks amazing!


February 22, 2002, 03:11 PM

Looks great. I presume with scenes that complex you use some kind of occlusion alogrithm?



February 22, 2002, 03:18 PM

Nice indeed. What kind of optimizations are you doing? Your shadows look like they have been generated by the stencil buffer, in which case there should be heavy fill rate in those scenes.

zed zeek

February 22, 2002, 03:20 PM

very nice (though stencil shadows suck :), luv the high polygon scenes esp the cloth

Tim Wojtaszek

February 22, 2002, 04:12 PM

Very nice.

The shadows in the top picture look too dark though.


February 22, 2002, 04:44 PM

it look prerendered, damn!


February 22, 2002, 04:52 PM

How many polygons are these scenes?



February 22, 2002, 05:06 PM

Yeah sure, this is just another picture of programmers that show pictures of the real world ;)

No really, this is awesome. 3D glasses and soft shadows are the only steps to full reality ;)

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