2009年4月23日
I partially inegrated ESM with my current engine, the effect is working well without color render target now.
Will blend with color target after more tweak on the effects.




They look pretty ok for me, just take some time to tweak the effect's parameters.
2009年4月19日
Try to find a suitable SM algorithm to intergrate to my engine, just come across an new SM named Exponential Shadow Maps.
The result is pretty good and avoid the light bleeding in VSM.
Here is the FX composer rendering result:



The performance of ESM is a lot better than PCF softshadow and consume less video memory compared to VSM.
Of course, the result looks pretty decent to me.
2009年4月4日
Happy Qing-ming day~~~
After one day trip in my univeristy, I continued my work on MagiEngine.
I finished the framework of post effect system last week and did presentation to some of VP of my company.
It is kinda success but there are still some limitation of my implemenation:
1, all the post effect must be in a single chain.
2, blending between different render target is not supported.
To overcome these two limitations, I started to dig into my code and start to mark down which render target is for back buffer and which is for the chain render target. Also, remove the duplicate setting for each render targets in each pass.
Here is some screenshots of my work tonight (basically 2.5 hours), special thanks to James who remind me the changes of my code and keep discussing the idea of my engine with me.
Glow Effect:

Edge detection:

Corona effect:



Post godrays and tiles
2009年3月21日
Yo, what's up~~
Well, I have say sorry about my absent about half of a year. And I have to say it is quite a busy days.
In return, the up-comming Autodesk FBX SDK 2010will include lots of new features which are "Made in China".
For MagiEngine development, I refactored my previous XNAShader code to the following structure.

SceneManager --- currently there a Octree structure to manage all the scene objects
Render --- Material Shader Effect and Post screen effect.
This is my favorite package will manager everything which is renderable. All shader effects that come with FBX scene will generate with a cooresponding class to represent the shader by CodeSmith, so that NO EXTRA CODE need to add to render any shader effect~~~.
TheGame --- The main application entry
ContentPipeline --- Where I perform attaching extra information I need in the scene, like AABB, Shader Info, etc.
Common --- All helpers classes will be packaged here, which are ready and handy to use.
Here are some screenshots:
Depth of Field

Noisy Huaihai Road :)

After three hours work on the tweaking of the rendering pipeline, MagiEngine now support most the Shaders directly from NVidia's Shader libarary.
Basically, all the post effects and material effects are supported and compatible. Yep, yep, I have not start the shadow rendering integration yet.
If I make it with shadow support, it will be 100% compatible with FX composer 2's shader standard, which means I can use most of the .fx shader without modification and without one line code in my engine, OMG~~~~~
2008年9月18日
Sometimes, when we try to delete some objects which are created inside a dll, and the deletion will cause an access violation.
Yep, but just sometimes.
I tried and tested the idea with my colleages this afternoon. And we found out that
The key to this problem is the Runtime library to compile with the dll and your caller application. If they use different Runtime library, you will have problem in clearing the memory outside the dll.
So, for the sake of safe coding, we should handling all the creation and deletion inside the dll.

2008年8月31日
摘要: I made a presentation of XNA this friday, which I felt ok. So, here is the presentation slides
阅读全文
2008年8月5日
摘要: Okay, okay, I update my blog finally. It is because my production's development stage is closed last weekAnd I spent two days on my Shader Engine developement and finally there is something to show!I ...
阅读全文
2008年6月11日
摘要: In 3D world, many enthusiastic specialists and PhD are giving their life-time effort to rendering photorealistic objects like milk, skin, water, feather, shadow, etc. No doubt that it is good to have all these physical models about the rendering. When it comes to practical application, we, however, have to made a tradeoff between quality and performance and most of the time, the result yield at the later choice.
阅读全文
2008年4月30日
摘要: Vertex Buffer and Index Buffer are two vital “components” in XNA rendering. In another word, if you managed to figure out how it works and how it works faster, you will get a faster render...
阅读全文
2008年3月20日