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Free Radical (Deferred rendering pipeline) WIP

Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It took us 1 year and yet long a way to go. All post process shaders are downsampled, so it runs very fast @ 1080p.

Captured movie download link
Size: 169 MB | Format: mp4 | Duration: 3,43 min

http://ali-rahimi.net/wip/free-radical-engine-wip-01.mp4

Youtube
http://youtu.be/VdTmTplXHaQ

Christopher Schiefer's Features

-newest FXAA
-FilmGrain with luminance importance
-Peter Haarm Duikers Filmic Response Curve Tonemaper with Custom Toe// wip
-Reinhard With Custom Toe
-Exponential with Custom Toe
-Linear Tonemaping
-Uncharted 2 Filmic Tonemaping
-Fast Slow adapted Average Luminance for Light adaption & D&F
-Blue Shift
-Fast Dynamic Lens Reflections & D&F
-Fast Custom HDR Glow & D&F
-Fast Light Shafts with 512VS with Occlusion and SunPosition dependent Importance & D&F // wip
-Fast Custom Image Based LensFlares with Occlusion blocking in Post
-Vignette
-Advanced Colour Correction
-AverageColour Dependent Colour Correction with WhiteBalance
-Slow Adapted Bokeh With Chromatic Aberation and Purple Fringing & D&F // wip
-SSAO with ViewSpaceNormals and ViewSpacePosition Support and Depth dependent Scaling & D&F
-Anti Leaking for SSAO and Bokeh & D&F
-Simple Camera Motion Blur with Jittering and merged Support with Bokeh & D&F
-Bilateral Upsampling
-Atmospheric Scatering with Custom Nightmode and Custom alot more Custom features
-Dynamic Irradience Calculation using Dynamic Lattitude Conversions and Inteligent bluring with no seams & D&F
-Fast Irradience Lighting
-Ambient BRDF
-Lyon Specular Model
-Custom Gaussian Distribution Specular Model
-Oren Nayar
-Spectral Physical based Specular Model
-Specular Occlusion & D&F
-Specular Energy Conservation
-Exponential Height Fog with Directional Light Scattering and Irradience Injection
-Penumbra Shadows / Percentage Closer Soft Shadows // not used
-NdotL Shadow Culling //not Used
-Disk Shaped Shadow Sampling with Jittering
-Doublesided Shading
-SSDO & D&F //not used
-Cross Processing
-additional simple 1D Color Correction
-SSAO Dilation
-Non floating Velocity Buffer using [0..1] Range
- Anti Leaking ScreenSpace Shadow Blur //not used

.... and alot more.
Everything is Optimized due to Downsampling and mostly usage of LUTs for Storing Multiple used calculations

D&F = downsampled and Fullscreen possibility

The rest including deferred pipeline setup, Terrain, etc is mine.

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