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Work in Progress / Most fake Global Illumination demo ever

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Kuper
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Playing: Planescape:Torment
Posted: 8th Nov 2014 22:55 Edited at: 13th Nov 2014 10:42
Hi guys!
Unreal and Cry engines have this option already for few years. DB Pro have not so I decide to make my own
I mean Global Illumination lighting or just GI
Let me quick explain it main features.
Global illumination (or Inderect Illumination) is one of the modern rendering engine algorithms, which adds to the final image an additional render element.Indirect illumination is the illumination of the objects by the diffusely reflected light only, without direct light from the actual light source.
If you put some object in front of directional light source, such as window, and bring to the dark side of this object a sheet of white paper, you may notice that this dark side will be much lighter.

Why is this happening? Why does one object become brighter, if it appears beside the other bright object?
This happens because the effect called diffuse reflection. Bright object simply reflect rays falling on it from the light source. Therefore, reflecting, they illuminate the dark side of another object. Because of its origin, due to the fact that these rays are reflected and come from other objects, rather than going directly from the light source, they are called indirect. Accordingly, the light that is created by these rays, called indirect, that is, Indirect illumination.


So lets return to DBPro.Everybody knows that In Directx 11 you can add realtime Gi without problems. But to make the same in DBPro in directx 9 is a headache.
Or maybe you are new Houdini and write it in half of an hour?If you such a magician please write comment =))
Also You have to remember that it must work fast enough and dont kill you fps to zero.This demo contains vary fake way to simulate it.



I added SSAO ( made by Evolved) and one dynamic point light with shadow.
Controls: WSAD- to move, Ctrl - to turn GI on/off, Shift - position light to player, L - to start/stop light animation
Have fun!

PS.
I make this demo for fun.I think this way cant be useful in serious game projects because it is have a lot of artifacts and it is made by fake method - so it hardly can show physicaly correct lighting.Also I made it a year ago and dont touch it after.Shaders consits a lot of test code.

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 12th Nov 2014 12:44 Edited at: 12th Nov 2014 12:45
I just see a black scene with a light. Something to do with SSAO I guess.





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Kuper
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Posted: 13th Nov 2014 10:45
Sorry Forget to change texture paths.I reuploaded Files.It must be Ok now
Stab in the Dark software
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Posted: 17th Nov 2014 17:38 Edited at: 17th Nov 2014 17:39
Very nice demo. How are you achieving this?
Is it all shader code or also DBPro code?
Does it require a specific texture or will it work on any scene?

[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
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Kuper
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Posted: 17th Nov 2014 18:39
yes its work with any scene.you can add your own but it must have textures applied.
Stab in the Dark software
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Posted: 17th Nov 2014 18:58
Can we see the DBPro source?

WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
Green Gandalf
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Posted: 23rd Feb 2015 20:22
Finally remembered to look at this again.

Works fine now. Thanks.

It would be good to know how you've achieved this effect - and why is it "fake"?



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Kuper
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Playing: Planescape:Torment
Posted: 24th Feb 2015 20:04 Edited at: 24th Feb 2015 20:06
So its pretty simple - render dynamic cubemap from main camera position -> project it to quad -> blur it ( this will be very fake render of your scene.You can also add pow function and darken all areas which have not very saturated colors) -> now render dynamic light and ssao -> multiply fake color render by scene lighting render( also on quad).
So now you have that in shadow there is no "GI".
Still this way have tonns of disadvantages.It use fake render so when you get close to some objects the whole scene get its color.Maybe it will work without glitches on far away objects but I decided that the better way is to use light baking inside 3ds max.


Green Gandalf
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Posted: 14th Mar 2015 19:44
Thanks for the explanations.



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