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Submitted by André Santee, posted on January 25, 2005




Image Description, by André Santee



SceneGen is the real-time 3D engine I'm currently developing in C++, aimed to the recent GPU. It allows the creation of graphically complex scenes with some advanced lighting and shadowing techniques.

This engine works with a plug-in environment which uses different rendering profiles for a greater compatibility range to the most used graphic cards generations. There are currently 6 rendering profiles. The most advanced one uses deferred shading for a fast dynamic pixel lighting with parallax mapping and combines stencil shadows with pixel shaders to create a beautiful, robust and fast soft-shadow rendering.

SceneGen also has an advanced material system which enables artists to customize every texture and geometry of every game entity (including particle systems). It also supports some post process effects such as glow.

The engine is portable, but I'm presently working on a DirectX 9 rendering plug-in.

I posted some other screenshots at http://www.devimg.net/?View=414 The official SceneGen website (in brazilian portuguese) is: http://www.unidev.com.br/santee/scenegen.htm

-André Santee


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Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Albert Sandberg

January 25, 2005, 12:31 PM

The top shot is SWEET dude!

 
Michel Stol

January 25, 2005, 01:52 PM

I agree, amazing stuff.

 
Helius

January 25, 2005, 03:06 PM

Good looking shots ;)

Which technique are you using for the soft shadows?

 
AndreSantee

January 25, 2005, 06:15 PM

I'm rendering the shadow to a render target (using normal stencil buffering with z-fail) and then bluring it with pixel shader after a kind of silhouette detection to eliminate smoothing between the objects silhouette and the shadow (this is also made inside the blur shader).

I’m also dividing the blur intensity by the distance between the camera and the pixel to avoid that the shadows look more soft when the camera is far or harder when camera is too close.

 
hplus1104

January 25, 2005, 11:51 PM

That kind of blur seems like it would create light seams where it butts up to the shadowing geometry. I think you can see this at the bottom edge of the large crate in the bottom-most picture, perhaps?

 
Sander van Rossen

January 26, 2005, 02:12 AM

impressive

 
Lode Vandevenne

January 26, 2005, 08:53 AM

Very nice shadows and bumpmaps!

 
AndreSantee

January 26, 2005, 10:28 AM

hplus1104 wrote: That kind of blur seems like it would create light seams where it butts up to the shadowing geometry. I think you can see this at the bottom edge of the large crate in the bottom-most picture, perhaps?


Yes, this is caused by low precision texture as deferred shading, but can be easily avoided.

 
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