Panda3D Render Pipeline House Set Demo

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Published on ● Video Link: https://www.youtube.com/watch?v=Wtd5ikSibxA



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Deferred Pipeline with Physically Based Shading. Render demo from http://www.panda3d.org/forums/viewtopic.php?f=6&t=17050

Specs: AMD Phenom 9550 (4x2.2GHz), Radeon HD 7750, Arch Linux, Catalyst Drivers.

CC-BY-SA 3.0 Music Through space by maxstack http://opengameart.org/content/through-space

Features:
Deferred rendering

Separate transparency and forward pass, too
Occlusion

SSDO, SAO and HBAO for high frequency AO
Also voxel traced AO and GI for medium/low frequency AO
Global Illumination

Cone traced Global Illumination
Also cone traced Specular Reflections
Better results than screen space reflections
Blurred reflections are cheap
Dynamic Scene Voxelization

Used for multiple effects like GI, or specular reflections
Allows correct specular refletions, even if ray is outside of view
PSSM

For directional lights, logarithmic splitting
Might support depth dependent splitting at some time
Soft Shadow Penumbras

With variance shadow maps (VSM)
SSSSS

Screen space subsurface scattering
Based on pregenerated light transport map
Multi-Hemisphere-Skybox

Atmospheric Scattering

Based on the work of Eric Bruneton, but improved and adapted for non-spheres
Shadows

Shadow updates delayed over multiple frames
Shadow atlas, also dynamic resolution adaption
Lighting:

Point Lights
Shadows via cubemap
Directional Lights
PSSM Shadows, see above
Ambient Lights
Darken or Bright
Artist controlled Global Illumination
Projector Lights
Like a perspective lens
Projection texture
Can be used for flashlights for example
Area Lights
Caster is a rectangle
Also supports projection texture
Shadows are computed by cone tracing (see GI)
Physically based shading / lighting

Tone mapping (HDR)

Also artist controlled color correction
Blur

Focal Blur
Movement Blur (edges)
Mipmap based + in place 4x4 kernel
Varying radius (DOF)
Maybe Bokeh
Tesselation Shader displacement

Approximated Chromatic Aberration







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