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Journal of Ysaneya

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Brussels
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37 followers
232 entries
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Ysaneya
September 23, 2005
Improving terrain textures
So, i have improved by a lot the way the color table is generated.

It's similar to texture splatting; i have a set of layers (12 here), that each contain some conditions on the altitude and slope, an interpolation power, and a color. In the color table, for each texel i get the slope and altitude, a…
700 views
Ysaneya
September 23, 2005
Starting to work on the color map


I'm using a 2D lookup table where i encode U as the slope of the terrain, and V as the altitude. This table is pre-generated on the CPU, and so far only contains 4 constant colors (for a quick test).

In the pixel shader, i sample the terrain and get the normal / altitude. I then use normal.y as the …
603 views
Ysaneya
September 22, 2005
Improved (and faster) terrain normals
I successfully removed the blur passes, which increased the performance by a lot, and should help to avoid the seams problems in the whole terrain.

It's a bit tricky, but it now works that way:

1. I'm generating a 33 x 33 normal map.
2. I'm upsampling that normal map into the 512 x 512 texture; normal…
640 views
Ysaneya
September 21, 2005
Terrain texturing
I started to work on the texture synthesis for the terrain chuncks of my planet.

In the past, i have tried many different approaches. Namely:

1. Texture splatting: i've got many texture layers (grass, rock, sand, snow, etc..) and for each vertex of the chunk, i assign some weights to these textures. …
770 views
Ysaneya
September 15, 2005
The gamedev effect
The gamedev.net effect

Fortunately i upgraded my web host a week ago, in prevision of the opening of my site..
690 views
Ysaneya
September 15, 2005
Minas Tirith demo available
I have finished to upload the latest version of the Minas Tirith demo. Get it here.

Please note that it requires a good graphics card (128 Mb of video ram, 256 Mb advised), the latest drivers, and also a solid amount of RAM (512 Mb min, 1 Gb advised).
657 views
Ysaneya
September 14, 2005
Website opening
It's been a lot of work, but i wanted to be in sync with gamedev's first image of the day. So Here it is. There might be a few bugs with some browsers, that i'll fix after i relax a bit.
601 views
Ysaneya
September 11, 2005
Minas Tirith viewer 9
Soon to come (probably tomorrow, we still need to do some tests).

It now has a few textures, a lot of new geometry (approximately 4.5 millions triangles), and the viewer is now using occlusion culling (with hardware occlusion queries) and level-of-detail to reduce the polycount. There are still some…
678 views
Ysaneya
August 31, 2005
LOD stress test
Time for a stress test.

I took a MT building of approximately 12k polys, and duplicated it.. 1600 times, for a grand total of 18 millions polys (without LOD).

With LOD, it's rendering about one million polys ("only" ?). This screen is running at around 35 fps:

780 views
Ysaneya
August 30, 2005
More work on LOD
I've taken a building from the Minas Tirith project (the library), and ran my LOD algorithm on it.

I've composited the results in a single image where:
- LOD 0 is 100% polys,
- LOD 1 is 75% polys,
- LOD 2 is 50% polys,
- LOD 3 is 25% polys



It's pretty slow at calculating the LODs, around 5 minutes right …
618 views
Ysaneya
August 28, 2005
Website coming soon
This week end, i've been mostly working on a website for Infinity. I'm planning to open it sometime during the next week. I have upgraded my web host account to support a higher bandwidth (i now have a 2 Gb disk + 60 Gb traffic account). I designed it myself with my small programmer's hands, and i'…
553 views
Ysaneya
August 26, 2005
Level of detail
A quick update: i'm probably going to be busy for the next days working on level-of-detail, as the deadline for the next Minas Tirith viewer is coming. I am implementing LOD for static meshes. I had already implemented that algorithm some years ago, so i think it will mostly be a matter of getting …
705 views
Ysaneya
August 25, 2005
New video
A new video is available, which shows:
1. Me landed on an Earth-like planet
2. Going to the space station in low atmosphere
3. Landing on one of the secondary, Earth-like, blue moon.
4. Looking back at the Earth planet.

Disclaimer: the planet's terrain is still not in, so it's completely flat in the vid…
791 views
Ysaneya
August 24, 2005
Space station back, and new cockpit
One of my friend, Nicolas, has been kind enough to make a small test model of a fighter cockpit. Do not mind the quality: lighting is basic and there's no textures. It's just to give an idea of a 3D cockpit. I specifically asked him to make something very lightweight that doesn't take a lot of scre…
795 views
Ysaneya
August 21, 2005
Planets seen through the atmosphere
I have a feeling many people will like that update :) Mostly screenshots. I've implemented planets as seen through the atmosphere of another planet. It works by combining the extinction and in-scattering equations separately with the color buffer. In other words, it correctly blends the atmosphere …
1,375 views
Ysaneya
August 19, 2005
Pipeline system description
I just realized that i never described the pipelining system of my engine.. one of the designs i'm the most proud of. So this time you won't get any eye candy :)

My graphics engine is designed around the concept of pipes. Each pipe is an object responsible of rendering a subset of the scene graph wi…
1,181 views
Ysaneya
August 17, 2005
Two planets
I've added an array to hold a variable amount of planets. I also reorganized the code to give to each planet different parameters. I still have a lot to do in that area. For example, even if it's not that visible, the two planets on the following screenshot have the same set of textures/clouds, but…
1,429 views
Ysaneya
August 16, 2005
More work on clouds
I've implemented cyclones and the Corriolis effect on clouds. In both cases it's basically a matter of rotating the noise vector around an axis before getting the noise values. As usual, getting good parameters is tricky.. i've also fixed the opacity of the atmosphere at low altitudes (but still se…
653 views
Ysaneya
August 15, 2005
A few improvements
A new serie of screenshots.

I've mostly been working on memory optimizations. Last time i tried running the planet with 2048x2048 textures, i got a crash at 2 Gb. What ? Two Gigabytes for high-resolution textures ? Something had to be wrong. But at the time i didn't investigate. Turns up i had forgo…
584 views
Ysaneya
August 13, 2005
Logo Idea
Here is an idea for a title screen/logo - i know it sucks, but when time will come, it will be redone properly.


741 views
Ysaneya
August 12, 2005
Final Earth model
I think i can safely say that now, everything is close to what i envisionned. In disorder, i fixed the sun color at right angles, the contrasts of the starfield, the quality of the cloud textures and adjusted some parameters. The first screen is an Earth-like planet with an atmosphere thickness of …
798 views
Ysaneya
August 11, 2005
Atmosphere II
I have fixed my shaders and improved some effects. There is still an artifact in the atmosphere extinction in the sunset area, that i'm not happy with.. but it's starting to look cool:





812 views
Ysaneya
August 11, 2005
Atmosphere bug
I'm still working on the atmosphere, and i'd have to say a lot, but i have no time now.. so here's a quick summary.

I tried to implement the algorithm by putting everything in two lookup tables textures, and multiplying them together in a pixel shader. It worked, but i had some artifacts and could n…
619 views
Ysaneya
August 09, 2005
Atmosphere tests
In the past days i've been working on atmosphere and scattering effects. I'm using the algorithm described by Lutz Justen in this thread. It normally involves a lot of calculations in a vertex shader, including two costly sphere/ray intersection tests. So i'm now trying to offset this work into loo…
684 views
Ysaneya
August 02, 2005
Another update
Still playing with the parameters. I'm now simulating atmosphere colors (while waiting for a proper implementation) by alpha blending between the ground color and a blue-ish color at 80%. Clouds alpha adjusted too. Added a kind of specular effect (as seen on the left side) that does not satisfy me.…
607 views
Ysaneya
August 02, 2005
Planet texturing II
Adjusted some parameters. Looks a bit better IMO:



678 views
Ysaneya
August 01, 2005
Planet texturing
Missing the atmosphere. I'm currently playing with the parameters, contrasts, and trying to improve the clouds (they look good in a separate texture but i'm not satisfied when they're applied to the planet). No fancy shader yet (per pixel lighting, bumps, specular, etc.. to come).

1,063 views
Ysaneya
July 24, 2005
Clouds generation
I'm now working on generating textures for planets, at a global scale level (ie, the textures you see from space).

I just finished a short experimentation with clouds, and i like the result. I am combining two distorted fBm noise functions. A distorted fBm function is like your standard fBm, but ins…
848 views
Ysaneya
July 22, 2005
Multithreading issues solved
That's going to be a long entry, and i will talk a bit about multithreading issues in a Windows environment.

A. Heap contention

After i finished my starfield implementation, i tried to put it in a separate thread in order to continue the rendering in paralell. It worked well except that the framerate…
681 views
Ysaneya
July 19, 2005
Starfield video
Lutz asked for a video of the 360? starfield, so here it is (WMV 9). Note that the exposure in that video is constant, as i haven't coded the automatic exposure yet.

And the traditionnal screenshot:


1,642 views
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