Deferred Shadows Marching

Written by admin on . Posted in general

D.S.M. is a rendering technique to simulate cascaded shadows directly in screen space. Born as improvement of deferred lighting, DSM tries to reconstruct the shadows in post processing by ray marching the lights trajectories in screen space.

D.S.M. can virtually simulate unlimited spot lights casting shadows without any performance hits, in a single rendering pass.

PRO:
– Geometry indipendent
– Lights number indipendent
– Does not store shadowmaps/lightmaps or other expensive memory in GPU
– Can be merged with other forward/deferred rendering techinques
– Optimal for rendering moving/appearing soft lights, particles or flashes.

CON:
– Fake shadows, sometimes DSM produces artifacts or incorrect results
– DSM can only cast shadows of geometry that fits in the screen


Ocean Simulator 1.2

Written by admin on . Posted in ocean simulator

We have updated the beta version of our ocean!

In this version:
– Adaptive Sea Foam Aggregation
– Physics Wave Intereaction
– Dynamic Foam Particles System
– Realtime Water Reflections
– Accurate Water Translucency
– Deferred Shading Light Volumes
– Atmospheric Light Scattering
– Screen Space Water Refraction
– Unlimited Field Of Wiew



Stay tuned for other updateds!

Ocean’s simulator

Written by admin on . Posted in general





First beta of deep ocean realtime simulation. Rendering performed with OpenGL and GLSL shaders technology.

Engine features:
– Waves physics based on Gerstner’s equations
– Dynamic foam’s particles simulation
– Fresnel reflection/refraction
– Underwater caustics simulation
– Parallax occlusion mapping
– Atmosphere light scattering
– Focal depth of field