May 22nd, 2009 by AD
Four months ago we’ve written about a new tool we are currently developing, for tracking memory allocations in real-time. Since then, the code has changed a lot. It has been cleaned up and improved, both memory and performance wise, and today we are proud to release a demo version of it. You can grab it right now or you can continue reading, in order to become familiar with its features.
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January 18th, 2009 by JD
Inspired by a series of articles by Jelle van der Beek ([1-3]), as well as the implementation by Maciej Sinilo ([4]), we’ve decided to write an application for tracking memory usage and statistics of unmanaged applications. Its primary use would be to monitor the engine’s memory requirements and tracking down memory leaks.
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November 15th, 2008 by JD
Our first attempt on interactive editing of virtual textures.
Watch in high quality (recommended)
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Tags: rendering, virtual_textures
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October 2nd, 2008 by JD
We’ve recently started searching for ways to optimize our terrain renderer. Our current implementation uses material splatting with user specified weights per material, as well as decals for extra details (e.g. roads, foot steps, etc.). For distant terrain we use a base layer, in order to minimize the amount of work required to render the terrain. Here I’ll talk about our attempt on virtual textures, the difficulties we’ve encountered and how we are planning on integrating the technique into the engine.
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June 12th, 2008 by AD
One method for reducing the aliasing of traditional shadow maps, is to soften the edges. By using such a technique the alliasing problem of the depth shadow maps is less noticeable and the resulting image is closer to the real world shadows. Also textures with lower resolution can be used without noticeable visual artifacts.
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June 11th, 2008 by JD
Parallel Split Shadow Maps (PSSM) is a shadow mapping technique which tries to minimize shadow aliasing by splitting the view frustum into smaller regions, each one covered by a separate small shadow buffer, effectively distributing the shadow buffer resolution more evenly along the view frustum. For more details on how the algorithm works see the original paper.
What we will present here is the way we integrated PSSM into the engine. First we’ll take a look at how different shadow algorithms can be implemented as plugins to the engine, based on one common interface, and then we will jump into the details of our implementation.
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Tags: rendering, shadows
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June 5th, 2008 by JD
We’ve recently added shadow mask support in one of the render paths used in Lightning Engine, and i thought of testing how much does stencil masking helps performance.
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May 15th, 2008 by JD
Hi
We would like to welcome you to our web site. We are planning to post updates on Lightning Engine in this blog, so if you are interested in the engine, or real-time graphics in general we would like to hear your comments/thoughts.
Thank you for visiting.
The Lightning Engine Dev team
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