Added: 3 years ago
From: ocmpadm0
Views: 10,131
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  • Try PCSS

  • How did you calculate the inverse tangent space matrix for normal mapping? I can't figure out for the life of me how to do it.

  • cant wait to see your finished game engine it looks awesome

  • Really good work :-D

  • very nice work! do u know some source where i can learn to load doom 3 models? they are md5 format, arent they?

  • @manyalforever I have updated the video detail, you can now find a link with the source code used for this video.

  • Excellent work!

  • where'd you get the doom 3 models?

  • @superkellerman8D From the game, they are in clear text.

  • looks good!

  • Comment removed

  • Looks cool. But I don't really see much softness in the shadow.. I can't really see the penumbra of the shadow ..

  • yaya man!!! looking awesome

  • dude this is really good

  • Very very nice!

    For PCF and PCSS i´m using dithering and it looks good. However things can be much more smooth if you render your shadows to an off-screen buffer and then apply them a bilateral blur filter. That way the sampling artifacts disappear almost completely.

    keep up the good work!

  • I really don't like the results of that screen-space shadow blur.

    Shadows tend to spill from behind over things that are fully lit. It looks "photoshopped" if you get my drift.

    It would have to be a very faint screen space blur, but I guess that doesn't help take away the sampling artifacts.

  • Man you're a genius! This test is awesome! I'm trying to learn to program with OpenGL and your works are really inspiring for me! Keep up with great works! Thanks a lot!

  • Wow!!!!! Awesome!!!

  • Thanks :D ! It's very encouraging!

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