|
Video capture of the demo game showed in EG06. The demo demonstrates raytraced reflections, refractions and caustics with depth impostors; diffuse environment lighting; spherical billboards and glow. The game is implemented in OGRE. The demo game can be downloaded here. Requirements: nVidia 6800 or better (shader model 3.0).
|
|
Video capture of the explosion demo. This movie is longer than the one already on the site. It also shows how does the change of different parameters influence the final image.
|
|
Video capture of our latest OGRE demo which shows hierarchical particle systems and light volumes. It shows a particle system of a particle system. This way the number of particles can be reduced significantly. It also demonstrates dynamic lighting of this volumetric medium. The method also eliminates billboard clipping artifacts.
|
|
It demostrates our demo using precomputed radiance maps.
|
|
Another capture of the precomputed radiance maps demo.
|
|
Video capture of our OGRE demo, demonstrating caustics, reflections and refractions.
|
|
Jungle Rumble, the first GTP demo game showcases GameTools Depth Imposters and Raytrace Effects - go here to download it.
|
|
Level of Detail for Trees, running at a constant high framrate (thats a lot of leaves in there)
|
|
GPU Friendly Smooth Level of Detail without the need for Restripification
|
|
Ont-the-fly Visibility Culling, without the need for preprocessing. Uses Coherent Hierarchical Culling (CHC) algorithm to avoid the framerate drops of the simple Stop-and-wait approach (Viewfrustrum Culling on the left, CHC on the right)
|
|
Fire in the Hole !
|
|
Double Refracting Skull (certainly to be...)
|
|
Dynamic Fog (depth buffer friendly imposters; also works with explosions)
|
|
Clouded Fighterplane
|
|
Realtime Reflecting Refrigerator Rendering
|
|
Self Illumination w Precomputed Light Paths (self enlightenment to come...)
|
|
Colored Caustic Light
|
|
Self Illumination part 2
|
|
Sprinting Knight in Shining Armor (better animation, anyone ?)
|
|
Golden Sphere (running round in circles)
|
|
GPU vs Raytracing
|
|
Causing Caustics in Claustrophobic Containers
|
|
Environment Maps vs Depth Imposters (Refracting Skull revisited)
|
|
|
|
Sportscar (Obscurance Shadowed)
|
|
Sportstank (Obscurance Shadowed)
|
|
Cathedral (Obscurance Shadowed; no sport relation whatsoever)
|