Sunday, June 13, 2010

Light shafts

This is a new volume_shaft_base material on ObjectVolumeBox:

Saturday, June 12, 2010

PlayStation3 Unigine status X

Each rendered triangle of static and skinned meshes is culled by view frustum and front/back face tests on SPU. Skinning is performed entirely on SPU with both ordinary and dual quaternion skinning modes available. Vertex buffers for particles are generated on SPU with view frustum culling. Particles can be sorted by depth on SPU. Particles are simulated on SPU with awesome performance.

Monday, June 7, 2010

PlayStation3 Unigine status IX

Heap of code for view frustum and back face SPU culling, but result is wonderful.

SPU skinning with view frustum and back face culling (30ms per frame)

PlayStation3 Unigine status VIII

SPU view frustum and back face culling slightly improves performance in Sanctuary and Tropics demo. Difference between forward and pre-pass lighting is removed.

Sanctuary forward lighting:

Sanctuary pre-pass lighting:

Tropics forward lighting:

Tropics pre-pass lighting:

Tuesday, June 1, 2010

PlayStation3 Unigine status VII

SPU skinning is ready, SPU triangle culling is coming...

GPU skinning (75ms per frame)

SPU skinning (45ms per frame)