![cargamesmall cargamesmall](../assets/images/cargamesmall.jpg)
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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).
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![Explosionsmall Explosionsmall](../assets/images/Explosionsmall.jpg)
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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.
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![hpssmall hpssmall](../assets/images/hpssmall.jpg)
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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.
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![pathmap4 pathmap4](../assets/images/pathmap4.jpg)
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It demostrates our demo using precomputed radiance maps.
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![tatu3 tatu3](../assets/images/tatu3.jpg)
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Another capture of the precomputed radiance maps demo.
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![Raytracesmall Raytracesmall](../assets/images/Raytracesmall.jpg)
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Video capture of our OGRE demo, demonstrating caustics, reflections and refractions.
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![jungle_rumble_icon1 jungle_rumble_icon1](../assets/images/jungle_rumble_icon1.jpg)
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Jungle Rumble, the first GTP demo game showcases GameTools Depth Imposters and Raytrace Effects - go here to download it.
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![trees trees](../assets/images/trees.jpg)
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Level of Detail for Trees, running at a constant high framrate (thats a lot of leaves in there)
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![lodstrips lodstrips](../assets/images/lodstrips.jpg)
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GPU Friendly Smooth Level of Detail without the need for Restripification
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![chc chc](../assets/images/chc.jpg)
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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)
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![Watch DivX video Watch DivX video](../assets/images/Explosion_1_v0.gif)
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Fire in the Hole !
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![Watch DivX video Watch DivX video](../assets/images/3-skull.jpg)
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Double Refracting Skull (certainly to be...)
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![7-fog02 7-fog02](../assets/images/7-fog02.png)
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Dynamic Fog (depth buffer friendly imposters; also works with explosions)
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![8-plane102 8-plane102](../assets/images/8-plane102.png)
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Clouded Fighterplane
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![Watch DivX video Watch DivX video](../assets/images/5-box.jpg)
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Realtime Reflecting Refrigerator Rendering
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![Watch DivX video Watch DivX video](../assets/images/marbleh.jpg)
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Self Illumination w Precomputed Light Paths (self enlightenment to come...)
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![5-sphere-game02 5-sphere-game02](../assets/images/5-sphere-game02.png)
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Colored Caustic Light
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![Watch DivX video Watch DivX video](../assets/images/orgoh.jpg)
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Self Illumination part 2
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![Watch DivX video Watch DivX video](../assets/images/knight2-high2.jpg)
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Sprinting Knight in Shining Armor (better animation, anyone ?)
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![Watch DivX video Watch DivX video](../assets/images/6-sphere.jpg)
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Golden Sphere (running round in circles)
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![Watch DivX video Watch DivX video](../assets/images/1-reflections-comparison.jpg)
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GPU vs Raytracing
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![Watch DivX video Watch DivX video](../assets/images/4-caustics.jpg)
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Causing Caustics in Claustrophobic Containers
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![3-skull202 3-skull202](../assets/images/3-skull202.png)
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Environment Maps vs Depth Imposters (Refracting Skull revisited)
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![Avus3Direct+Obscurances02 Avus3Direct+Obscurances02](../assets/images/Avus3Direct_Obscurances02.jpg)
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Sportscar (Obscurance Shadowed)
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![Tank2Direct+Obscurances02 Tank2Direct+Obscurances02](../assets/images/Tank2Direct_Obscurances02.jpg)
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Sportstank (Obscurance Shadowed)
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![Cathedral2Direct+Obscurances02 Cathedral2Direct+Obscurances02](../assets/images/Cathedral2Direct_Obscurances02.jpg)
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Cathedral (Obscurance Shadowed; no sport relation whatsoever)
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