slisesix by Rgba [web]
_._________ .______ .________ .______/\_ | ____/_| ___/____| _____/__| ___ /_ | __ /| \ /_ ___ /_ _ / | \ .:\| \__ .:/ \_ .:/ | .:\ |____\ \_________/__________/_____|_____\ -//---\_____\------------------------lm!--//--> slisesix executable 3k9 graphics by rgba [www.rgba.org] 2008 for euskal 16 .blahblahing. time goes fast, now is my 10th demoscener anniversary. much has changed in these ten years. that small scener party i attended back then became a big meeting of four thousand people today where i feel i don't really feet. however euskal means something special and i will be there with a new release exacly ten years later. at euskal 6 with that my first prod i had that strange mix of satisfaction for releasing and unsatisfaction because i knew i could do better. it seems some things haven't changed, i release this procedural graphics by knowing, once again, i could have done better. technically i wish i could have achieved the photo realism i wanted. artistically, well, so much still to learn. i also wish i had more time to add some details and improved things. but i'm happy too, i managed to release once again something that i like. the name of the gfx comes from this presentation for inspire 2008 about procedural graphics, where i showed a preview of it in the slide number 76. [ http://www.rgba.org/iq/divulgation/inspire2008/inspire2008.htm ]. that's the reason for the name of the production. .the.real.deal. this is some cpu raymarching on a big 3d scalar field. no rasterization nor primitive intersections are used. there is a big math function that tells the distance to the closest surface at any 3d point in space. you can then evaluate the function to guess how much you can safely advance before eventually hitting any surface and so take the step. i call this "rendering with distance field", i wonder what is the official techical name for it. the interesting part is that since you can evaluate the distance to the surface at any point you actually have some non local information about the geometry, without casting any secondary rays. or in other words you can do non local lighting effects like softshadows or ambient occlusion without the cost of resorting to additional rays. and that's sweet. for the rest, shaders are pretty basic. the marble is particularly dull for example. lighting could be improved but the image renders so slowly even if it's all multithreaded that adjusting parameters takes ages, so this is what i could manage to get in a reasonable amount of time (note "reasonable" might not mean the same for all of us...) the image is rendered with (up to 2x2) supersampling (it's adaptive) in roughtly fourty seconds on a desktop dualcore machine. i have tried too to port the complete thing to both glsl and hlsl and then the rendering reaches around two frames per second in my geforce 8600. the problem is the driver needs twenty seconds to compile the shader. precompiling the shader is neither a good idea cause the binary shader expands into nine thousand instructions (and i have to time for trying stream reordering) what obviously makes the exe larger than 4k. .extras. twelve creation steps [ http://www.rgba.org/prods/rgba_slisesix_steps.zip ] somehow inspired by the mines of Moria [ http://forum.valinor.com.br/attachment.php?attachmentid=11845 ] .greetings. asd auld bixo calodox collapse conspiracy [d]vision farbrausch fairlight fuzzion kakiarts loonies necrostudio nocturns plastic rebels skim software failure speckdrumm spontz stravaganza tbc tbl timescratchers traction xplsv zona neutra and forgoten .credits. codepainting :: iq :: [ www.rgba.org/iq ] crinklering :: mentor+blueberry :: [ www.crinkler.net ]
[ back to the prod ]