Tuesday, July 19, 2011

Update 2 on Futuristic Buildings


I've added a new animated building to the Futuristic Buildings demo:



There are no 'hitboxes' (aabb acceleration structure) around the car and the buildings yet, which is responsible for the greatly reduced framerate. The path tracing performance should get a nice boost once they are implemented.

Video rendered on the ultra low end 8600M GT (4 spp at 480x360):




Download the new demo at http://code.google.com/p/tokap-the-once-known-as-pong/downloads/list


Next on my todo list:

- implement AABB hitboxes to boost performance
- make the car "drivable" with the keyboard and track the car with the camera
- get Bullet physics in for some real gameplay (this is quite tricky)
- implement oriented bounding boxes (ray-OBB intersection is similar to ray-AABB intersection but there is an additional cost because every ray first needs to be multiplied by the inverse transformation matrix of the OBB). OBBs will be needed for creating physics animations involving collapsing buildings like this one
- (add more sorts of geometric primitives: cylinders, cones, tori, capsules)
- (add more complex materials like coated glossy with roughness and fresnel parameters)
- (add a GUI with sliders using nv widgets)
- (make an OpenCL version)


UPDATE:

The car mechanics are sorta working now. The choppy framerate in the video below is due to the fact that it's still being rendered on a 8600M GT and because there aren't any acceleration structures yet. I bet this will run smooth as butter on a GTX 580 :D. I also temporarily removed the second skyscraper until the AABB acceleration structures are properly implemented:




Download the executable demo "Futuristic Buildings Drivable Car" from http://code.google.com/p/tokap-the-once-known-as-pong/downloads/list


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