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Author Topic: Voxelstein 3D (continued)  (Read 4309 times)
straaljager
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« Reply #135 on: April 16, 2010, 01:13:09 AM »

This animation might be interesting here, because like voxelstein3d, it also makes use of realtime pathtracing: http://www.youtube.com/watch?v=dKZIzcioKYQ. This technology will be part of an open source game engine (called the BRIGADE engine). It can use CPU and GPU simultaneously (See the video description for more info).
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ConsistentCallsign
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« Reply #136 on: April 16, 2010, 06:47:49 PM »




Quote from: US imperialist
Mummy! Cry



Hitler-Jugend bicycle infantry :3


Sturmsoldat equipped with c4 and cyanide gas grenades


Curbstomper


blitzbang


smoke grenade


Brain comparison
Left: Normal brain.
Right: Inferior niggerbrain! Angry Angry

ooololol jkjkjk Tongue



delicious barbequed fetuses :3


it's almost HEADSHOT TIME!§ Angry Angry


dont look at me like that or you'll get HEADSHOTTED! Angry


A secret is revealed!

You found the time machine!
« Last Edit: May 11, 2010, 08:51:01 AM by ConsistentCallsign » Logged

1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
hark
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« Reply #137 on: April 29, 2010, 01:56:03 PM »

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ConsistentCallsign
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« Reply #138 on: April 30, 2010, 01:10:58 AM »


:@!!11


Heil Jesus!
(Hitler = Jesus)

*bang*bang* bLam*blam*Æ
    Aaaaghh!! Mein Gott im Himmel!

He rapes little boys! :O
PedoPope Angry

A secret is revealed!

You found the Casio fx-1337G calculator!
and yes, it can run Crysis


:3








building a church to put the pedos in
« Last Edit: May 10, 2010, 10:18:40 PM by ConsistentCallsign » Logged

1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
Dany
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« Reply #139 on: May 05, 2010, 05:33:07 AM »

Hey guys, what if you, guys, put up a 3d-cpu emulator. I mean so we'd get some numbers. Especially how much, and how will it render... faster. Also it'd be nice to know what happens if we put Voxlap+Ray/PathTracing on a cloud server. I mean something like VoxOnLive Smiley Any ideas?
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Beef
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« Reply #140 on: May 06, 2010, 01:30:01 AM »

Devs: Have you thought about opening up the development procedure, a bit like how Nexuiz was developed before the Xonotic backlash apparently killed it? Since the source code will be released with the finished game anyways, I mean... Smiley And apegomp has been open to third party content contributions so far, so why not go for the same approach here, and make some kind of svn/git that the community can enjoy and contribute to? Just an idea, I'm not involved in any of these development models personally and I understand if you want to finish the game and clean up the engine code before you make it public...

How are things going in the animation/physics department right now? Smiley Have you decided on a physics engine? How do you plan to solve the voxel separation problem when a model is stretched, etc? Is there any solution out there already?
Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?

Another thing I thought of, if you get basic voxel animation up to polygon standards... Have you heard of Euphoria, that physics based animation engine used in the new Star Wars, GTAIV etc? This is really overambitious probably, but, if you created an open source version of that for this game, that would be the most awesome thing ever, especially if combined with non-fatal real-time body damage, such as dismemberment! Just imagine the interactivity Grin

http://www.youtube.com/watch?v=Ae3fgj2x1aI

Sumotori Dreams has something similiar, much simpler and more drunken. It has a demo, but is closed source.
http://www.youtube.com/watch?v=N4ovsUVaWSs&feature=related
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straaljager
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« Reply #141 on: May 08, 2010, 02:38:26 AM »





 Shocked The lighting and art in these images look fantastic and show off the path tracing very well. Great! How long did it take to get this quality and on what hardware?


btw, this picture is going around the net lately, it was taken in a real church, maybe it's something you can use in the game:

« Last Edit: May 08, 2010, 02:50:11 AM by straaljager » Logged
ConsistentCallsign
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« Reply #142 on: May 08, 2010, 06:39:31 AM »

so we'd get some numbers
Rendering performance is very bad at the moment (hyper-sensitive to scene complexity). This is of course totally unacceptable and will be fixed (more on this later).

what happens if we put Voxlap+Ray/PathTracing on a cloud server. I mean something like VoxOnLive
Why, then you will have to pay your internet service provider and OnLive service a lot of money for your streamed, pathtraced 1080p frames..

Have you thought about opening up the development procedure
if we open up development now, I will be answering posts like this all day.. and hansk will receive a ton of complaints/suggestions about the unfinished level editor Tongue I don't think we are there yet..

Quote
How are things going in the animation/physics department right now?
hansk talked about converting voxels that needs to be animated into tetrahedrons, then you can easily stretch and bend and twist them..
we also plan to use verlet integration for blazing fast DRAMAphysics Shocked Tongue

Quote
Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?
SVO is only good for one thing and that is rendering. SVO will be used in the rendering process only.

How long did it take to get this quality and on what hardware?
a couple of seconds on my obsolete quad. I think I used 4 bounces.. kitchen takes looonger time to trace due to the high number of sprites being rendered.
Rendering performance will be blazing fast and 100% insensitive to scene/object complexity once we start voxelizing the (.kv6) datasets into one HUGE high-res SVO block. Not sure how fast voxelization process will be.. but I'm sure hansk has it all under controll Tongue

Quote
maybe it's something you can use in the game:
Nice. I had completely forgotten about that type of windows.. and I was planning to put normal glass windows in there *facepalm*
←original mosiac glass window sprite from wolf3d :3

There. Nazi-Jesus is standing on a pile of dead jew bodies (Duke Nukem style), pointing and laughing at them. He could easily have turned the luger pistols into fish and flowers.. he could easily have converted cyanide gas into methane gas Tongue but he's too busy kickin' it in Paradise drinking wine and eating cheese Wink

*editeditedit
btw, this picture is going around the net lately
OH SNAP! Shocked
« Last Edit: May 08, 2010, 11:18:12 PM by ConsistentCallsign » Logged

1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
Beef
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« Reply #143 on: May 08, 2010, 08:45:35 AM »

Have you thought about opening up the development procedure
if we open up development now, I will be answering posts like this all day.. and hansk will receive a ton of complaints/suggestions about the unfinished level editor Tongue I don't think we are there yet..
Ok, I get it Smiley
Quote
How are things going in the animation/physics department right now?
hansk talked about converting voxels that needs to be animated into tetrahedrons, then you can easily stretch and bend and twist them..
we also plan to use verlet integration for blazing fast DRAMAphysics Shocked Tongue
Verlet integration sounds really cool from what I can decipher in the wiki page Tongue I read just now that verlet integration can even simulate air friction, that's pretty cool!
So one voxel will = 2 tetrahedrons? Wouldn't those tetrahedrons have to be built from polygons?

Quote
Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?
SVO is only good for one thing and that is rendering. SVO will be used in the rendering process only.
Yes, I know Cheesy I was talking about rendering efficiency on animated objects. I got the impression that SVO is best used for static scenes, very slow for other things?

How long did it take to get this quality and on what hardware?
a couple of seconds on my obsolete quad. I think I used 4 bounces.. kitchen takes looonger time to trace due to the high number of sprites being rendered.
Rendering performance will be blazing fast and 100% insensitive to scene/object complexity once we start voxelizing the (.kv6) datasets into one HUGE high-res SVO block. Not sure how fast voxelization process will be.. but I'm sure hansk has it all under controll Tongue
So you're going to have something like voxel Megatexture? Nice, you'll beat id Software to it (then again you've beat them to many things) Smiley
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ConsistentCallsign
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« Reply #144 on: May 08, 2010, 09:31:20 AM »

So one voxel will = 2 tetrahedrons? Wouldn't those tetrahedrons have to be built from polygons?
no, I think one voxel will be converted to 8 tetrahedrons, and yes, tetrahedrons are made of ugly pedophile, flatchest-loving polys! Angry Luckily, all tetrahedrons will immediately be converted back to voxels after animation step is done Tongue

Quote

SVO is best used for static scenes, very slow for other things?
from what I've read, svo is blazing fast to trace, slow to modify (due to its large file size) and slow to animate / use for dynamic scenes because whole octree must be updated or something..

Quote
Nice, you'll beat id Software to it (then again you've beat them to many things) Smiley
I don't know about that.. But I do know that we will easily beat id Software at giving players the opportunity to shoot huge heavy high-velocity harpoon spears into innocent little children's heads Cry


 Angry Angry
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1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
Dany
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« Reply #145 on: May 08, 2010, 10:07:09 PM »

OK I have a better idea how to make a server:
When you'd need to render something, we'd give you our computers! Cheesy No, now really, you can put up a P2P rendering/compiling system. I mean to make a grid-computer from voxel/voxelstein fan's PCs. I think we'll get satisfaction on both sides. You guys get sped-up development, and we get fancy graphics and cool updates Wink
« Last Edit: May 09, 2010, 01:14:04 AM by Dany » Logged

YEEEHAW! Celebrating 2 years on the forums! ^^
lonwol
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« Reply #146 on: May 16, 2010, 12:52:24 PM »

Hey when will a new update be released for the game? I love it.
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hark
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« Reply #147 on: May 22, 2010, 11:09:34 AM »

Duke Nukem Forever will be released sooner.
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ConsistentCallsign
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« Reply #148 on: May 22, 2010, 10:57:58 PM »

Duke Nukem Forever will be released sooner.

Code:
:'(!!

There are still many things that must be done before we can start thinking about a release:
***voxelization step (100% insensitive rendering)
***MLT extension to pathtracer Cool
***pathtraced .imf sounds (hansk is still researching this)
***maps must be merged into one huge streamable world.
***Enemies must be animated
*** ?



god damn hos here we go again Cool
http://www.youtube.com/watch?v=OBEYxCjy7Vc











British imperialist
Fish n Chips BITCH!§ Angry
« Last Edit: May 25, 2010, 03:20:20 AM by ConsistentCallsign » Logged

1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
straaljager
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« Reply #149 on: May 25, 2010, 06:02:21 AM »

There are still many things that must be done before we can start thinking about a release:
***voxelization step (100% insensitive rendering)
***MLT extension to pathtracer Cool
***pathtraced .imf sounds (hansk is still researching this)
***maps must be merged into one huge streamable world.
***Enemies must be animated
*** ?




 Shocked Awesome lighting!!! I love the soft shadows/ambient occlusionn looks very realistic!

btw, it looks like you might have some competition in building the first real-time path traced game. Jacco Bikker is also working on a real-time path tracer to be used in games and has made an interesting video of a real-time pathtraced Escher building (optical illusion): http://www.youtube.com/watch?v=b7W4BQevKiM

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