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Work in Progress

  1. Voxel Cone Step Tracing WIP  

    Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
  2. Voxel Cone Step Tracing - Edge Fade  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  3. Dangerous Rays Daycycle  

    http://www.dangerousrays.com/
    This video show the daycycle and a bit of the dynamic weather system in Dangerous Rays.
  4. Leadwerks 4.6 Vehicle Test  

  5. Dangerous Rays First Look  

    Game Website: http://www.dangerousrays.com
    Twitter: https://twitter.com/LonelyBitsGames
    Facebook: https://www.facebook.com/LonelyBitsGames
  6. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  7. True single-pass stereo rendering in new engine  

    We've successfully implemented Nvidia stereoscopic rendering for fast VR performance. More info here: ...
  8. Mars Rover Concept  

    Demonstration of VR concept for Mars Rover. -Vehicle physics with manual or automatic drive. -Simulated camera views. -Pathfinding.
  9. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  10. PBR Implementation HD  

  11. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  12. Physically-based Rendering: Pass 3  

    Third revision of PBR in Leadwerks.
  13. Physically-based Render: Pass 2  

    This adds cubemap reflections to our PBR implementation. We plan to replace with with real-time voxel-based reflections.
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