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klepto2

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    Hildesheim, Germany

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  1. Ocean Rendering (WIP)  

    A first sneak peek for an realtime ocean renderer in UltraEngine. 
    Features:
    FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
    Shore and object based waves and foam buoyancy and height readback flow maps
  2. Atmospheric Scattering  

    A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..
  3. Ocean Rendering System (WIP) for Leadwerks.  

    A WIP Ocean system for Leadwerks 4 and later for UltraEngine. Features: FFT - Waves (calculated with compute shaders), Reflection, Refraction, Compatibility with the whole lighting system of Leadwerks. You can see that the ocean is affected by multiple light sources.
     
    [Edit:]
    Posted a video about the air to water transition, in the upper left you can also see a current prototype of a realtime shore direction shader, which creates a flowmap for the shore foams and later waves. 
     
  4. Leadwerks PostEffect WaterSkyClouds (WIP)  

    Deffered Effects for Leadwerks Engine 3.1 (WIP) Some things to let all parts play together correctly are missing and are object to be added. -Sky Scattering -Deffered Water rendering -Simple Cloudlayer
  5. Atmospheric Scattering (WIP)  

    I made this with Leadwerks Game Engine!
  6. small wave test  

    I made this with Leadwerks Game Engine!
  7. Deffered Water with fully gpu generated waves  

    an experimental noise based wave generation algo. Just running on the gpu, nor precalculations on the cpu.
  8. Deffered Water WIP  

    a WIP from scratch base on jmonkeyengines water and the gamedev.net article : http://www.gamedev.net/page/reference/index.html/_/technical/graphics-programming-and-theory/rendering-water-as-a-post-process-effect-r2642
  9. Water experiment  

    Experimental LOD tessellation of the new water mesh in Leadwerks. Normals and reflection still needs a lot of work.
  10. Tesselated Water in Leadwerks (very early experiment)  

    Just another water experiment...
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