box projected cube environment mapping BGE

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Uploaded by on Feb 23, 2011

box projected cube environment mapping in Blender Game Engine.
bpcem shader by Bartosz Czuba. http://devlog.behc.pl/
This scene has 3 baked cube maps - 1 for each room. No light sources. As lighting and reflections are baked, the shader is incredibly fast and can even be used to create convincing indirect lighting with color bleeding.

The environment is made with Cornell Box in mind. and some inspiration from Mirrors Edge. ;)
Huge thanks to Bartosz Czuba for tips and help getting this work in BGE.
thread in BlenderArtists: http://blenderartists.org/forum/showthread.php?t=209688

music: Blue Stahli-Throw Away

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Uploader Comments (martinsupitis)

  • lighting and reflection material is pre-baked into textures so it does not have to calculate it every frame. There is only single cube map for each room. And box projection deals with the correct position for the balls, so i don`t need separare cube maps for each of the balls. there are only 4 textures for lighting (3 cube maps and a light-map)

  • so... you have a single environment map for every possible location, and it is dynamically rendered for every sphere, and you get >1 fps?!

  • @superkellerman8D

    Not really >1 fps. I get around 300fps on a mid-range laptop. There is really simple math behind it, and there is nothing dynamic, everything is pre-baked.

  • Dude, this is awesome

    btw, whats the music playing?

  • @kenkhenk

    ah yeah forgot to mention the music - Blue Stahli-Throw Away

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All Comments (99)

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  • That looks awesome! I like Mirror's edge too so extra points for that.

  • @martinsupitis What about the pallets? They aren't being reflected?

  • Wooow *o*

  • this is what you can expect from the next generation of game development

  • @legendarylugi Raytracing in real-time is a no go. This is a rasterization renderer.

  • @WolfosDotOrg Yeah, hence why I said I don't know if it would kill the framerate. Because you can't bounce a ray between two objects indefinitely, you have to terminate at some point, the question being when.

    I didn't know that was the only way to achieve those kinds of reflections in real-time, but that would make sense. I'm betting it's pretty computationally expensive, though.

  • @legendarylugi Real time reflections for non-planar surfaces can only be done through raytracing.

  • This is quite impressive!

    What would make it perfect is if you could incorporate reflections from other objects in the room (without slowing things to a crawl, that is), because right now those boxes are like ghosts, the spheres don't reflect them. The big problem of course, is that the spheres might end up reflecting each other and just murdering the framerate.

  • And people don't use blender game engine more WHY?

  • That looks..... sexy!! Almost looks like Source or Unreal, makes blender look like commercial software. Please, laymen terms tutorial on how to do this!!

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