Volumetric light with shadows demo

[Update Oct 5]

[Update July 6 2011]
Some features that will be implemented before I release.

  • High speed off screen rendering of light. This helps video cards with lower fill-rate performance and allows soft edges and blur effects on lights.
  • Full manager to allow mass editing of all lights.
  • LOD system for lights.
  • Animation system for blinking / color and fading lights.
  • If possible iOS support.

I’m creating this zombie demo to see how useful my lights are in a real game setting. The demo should be released soon.

Thanks everyone for your interest in the project!



Title says it all. Some tech I’ve been working on.
It’s fill rate heavy so make sure you have a good vid card. Only tested on pc.

Webplayer demo
http://dl.dropbox.com/u/17249329/WebPlayer/WebPlayer.html

Looks awesome :smile:

Holy ****!!!.. O.o
I Want it…:p…
Do you plan to share this?

Btw since you manage to create a volumetric lights, this mean you can create volume fog effects then?

Cool, demo with larger resolution would be welcome though, no matter how intensive the stuff is.

wow, that’s awesome. Nice work :smile:

Thanks for the comments.

Yup once I get the code cleaned up an optimized.

I’m pretty sure volumetric fog is possible but full screen fog might be a bit slow. It probably would work well for really low fog like a swamp. The algorithm renders a 3d volume so it could be used for anything. I don’t think unity supports 3d textures but if it did you could probably use it for rendering 3d textures.

I’ll have another larger demo out soon. Just need to create some nice content to go with it:)

Works fine on Mac.

–Eric

Something like this for fog.

Awesome thanks.

kills my mac with geforce 9400, it runs doom3 at 60fps so i think probably too slow for any real game use at the moment.

It’s perfectly smooth on my Radeon 5870, also in full-screen mode. Maybe it’s not so great on integrated GPUs?

–Eric

Runs around 30-40 FPS on a Radeon 3300 (integrated). Pretty good performance!

60fps solid.

I think performance depends on the fillrate of your video card. This demo is pretty high quality in that it uses over a hundred samples to generate that volume. In a real game you could drop it down to like 20. Some other optimizations might be rendering into a low res buffer then compositing it back in like high-speed off screen particles tech.
Performance is proportional to how much screen space it’s using and how many samples.

Btw will it works if the camera goes inside the volume?

works on my mac 330gt m… really solid. How does this work?

Wow, Amazing.
Great work.

Nice combination of effects. Works here on my older Macbook Pro (Core Duo 2 with X1600 graphics) albeit a bit slow.

Yeah it should work if you go in the volume.

It’s also performance heavy because there is screen space AO, bloom, contrast enhance and particle physics and two shadow casters on.

This is a feature I would pay for :smile: