MegaPixel
3D graphics research and development
Next 3D Engine Features PDF Print E-mail
Written by Administrator   
Sunday, 19 September 2010 00:00

Next 3D Engine Features set (implemented and tested):

  • Cross API engine working under OpenGL and Direct3D9c (but it's possible to expand the graphics api interface to support for both dx10/dx11 in the near future)
  • Deferred Shading pipeline
  • Basic Phong/Lambert lighting model
  • Specular per pixel bump mapping (parallax bump mapping is supported provided the heghtmap used to control the bias offset for the tex coord toward the viewer)
  • Support for directional/spot/point lights
  • Shadow map are supported just for spot and directional lights for now (there will be support for point lights in the near future)
  • Stencil culling to omptimise for point and spot lights in order to lit just the pixel that are affected by the light volume (cone for spots and sphere for point lights)
  • Directional lights are handled in a fullscreen pass

Currently under development (to be implemented or still under testing):

  • High level scene management based on a simple scene graph architecture is currently under development and sits on top of the current renderer
  • Octree space partitioning for static geometry is currently implemented but still under testing. This will cut down the objects that will be sent down for rendering (i.e. frustum culling is performed on the static geometry) pipeline reducing the draw call cost even further
  • The forward rendering pipeline stage must be implemented in order to handle transparent objects and anything that can't be deferred
  • A particle system has to be implemented and drawn during the forward pass
  • Post processing pipeline manager has to be implemented (even though there is a basic bloom pass that is not active in the current implementation). I need to implement a separated manager for the post processing stage, this will decouple the rendering modules even more
  • HDR will be possible as soon as the post processing manager will be in place
  • SSAO is still missing (or to be more general: there is still not a lighting model to manage the indirect lighting of the scene)

Additional FXs to implement (they need to be handled separatedly as they can't be deferred):

  • Water fx
  • A particle system
Last Updated on Monday, 20 September 2010 08:18