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  1. Physically-based Render: Pass 2  

    This adds cubemap reflections to our PBR implementation. We plan to replace with with real-time voxel-based reflections.
  2. Physically-based Rendering (PBR): Pass 1  

    Demonstration of PBR implementation using procedural lighting data only.
  3. Easy no-bake occlusion culling  

    Baked occlusion data is totally unnecessary! It can all be done cheaply and easily on the GPU.
  4. Clustered Forward Rendering  

    Our new forward renderer has all the flexibility of a deferred renderer, without any of the drawbacks. MSAA, transparency, and per-material light settings all work ...
  5. 1000 Uniquely Animated Goblins  

    Here we see 1000 animated characters. Each instance has its own skeleton and is animated independently from all others. On Intel integrated graphics this is ...
  6. 1000 Animated Goblins  

    Here we see 1000 animated characters rendering at 60 FPS...on integrated graphics! This should run much faster on a discrete GPU. All characters are currently ...
  7. 100 characters with unique animations  

    Here is a test with 100 characters, all with unique animations. I expect the final version to support thousands of characters.
  8. Animation in Leadwerks 5  

    Just starting the Leadwerks 5 animation system. Here's 100 crawlers all sharing a single skeleton. I expect many more than this will be possible in the final ...
  9. Leadwerks 5 performance test: 100,000 boxes  

    The new multithreaded renderer is able to efficiently manage tens of thousands of objects in real-time. This test runs at 100-400 frames per second on Intel ...
  10. VR Robotic Arm Concept 2  

    Second iteration of our VR robotic arm concept. This can be used for the safe planning of robotic motions and early detection of potential problems.
  11. VR Physics Interaction  

    Fun with physics!
  12. Picking objects up in VR  

    Fixed the object rotation now. It works great!
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