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Rotoscope for next beta release

Postby Tequila » Sat Nov 14, 2009 4:05 pm


8O
And yes, I've almost finished to import and adapt the patch proposed on ioQ3 enhancement request #3422 to support few graphic effects like Rotoscope and Bloom thanks to frame buffer object support in OpenGL.

Of course, you'll need a very good graphic card to test it, but I guarantee to not break current graphic support. Actually, I can run Alamo in 800x600 with 150 FPS thanks to a Nvidia 9400 GLX graphic card.

Some screenshots:
Check them from my MODDB profile if they aren't loaded here.
Image Image Image Image Image Image
8)

Edited: An finally I added a video demo ;)
Edited: Fixed screenshot bbcode
Last edited by Tequila on Tue Jan 05, 2010 11:30 am, edited 2 times in total.
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Postby moRtem » Sat Nov 14, 2009 4:44 pm

looks sweet!

altough i got a few doubts about visibility of opponents (especially through windows)

any experiences on that? (or some more screenshots?)


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Postby ReD NeCKersoN » Sat Nov 14, 2009 9:17 pm

Now that is cool! 8)
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Postby Crank » Sat Nov 14, 2009 10:15 pm

haha thats looking >cool< but i dont think i would play with that :?

Comic - SG :)
sorry for my english :)
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Postby Tequila » Tue Nov 17, 2009 2:27 am

:D
You may change your mind. I think rotoscope + bloom effect is pretty nice.

Btw, I firstly uploaded a quake3 demo as I'm of course sharing the patch with ioquake3.
The demo is looping with 4 different kind of settings, my preferred is the third one ;)

8)
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Postby Tequila » Tue Nov 17, 2009 4:08 am

I just added a Smokin'Guns demo in the first post.
The code is also committed as r400.

sparcdr, I tried to fix the msvc project file in r401. Could you try to build it and provide the binary engine on your site ?
Thanks
8)

Then to try that rendering modes, you'll have to open a console and set few cvar manually (I'll try to add UI stuff for that in next beta release):
1. set r_ext_framebuffer to 1, this is to enable the FrameBuffer rendering. This is the FBO base.
2. to test rotoscope rendering, you have 2 cvars: r_ext_framebuffer_rotoscope and r_ext_framebuffer_zedge. The second cvar is an option for the rotoscope effect itself: edge will be detected using the z-buffer.
3. to test bloom effect, you can set r_ext_framebuffer_bloom to 1. You can use it at the same time than rotoscope effect... For the bloom effect, you can tune also few other cvar: r_ext_framebuffer_bloom_sharpness (default is 0.75), r_ext_framebuffer_bloom_brightness (default is 0.85), r_ext_framebuffer_blur_size (default is 256), r_ext_framebuffer_blur_amount (default is 7), r_ext_framebuffer_blur_samples (default is 9 and value can be 5, 7 or 9)...

I would appreciate to know your FPS related to your video card after your tests.
8)
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Postby sparcdr » Tue Nov 17, 2009 6:28 pm

r401 binaries for {freebsd, linux, mac, solaris, win32} are now available and are marked current.
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Postby moRtem » Tue Nov 17, 2009 7:02 pm

Tequila wrote:I just added a Smokin'Guns demo in the first post.


Now that looks really great. If the visibility of opponents is really good enough in all cases (someone sitting behind a barrel or whatever) needs to be tested. But it seems to be a really nice-looking graphic-rendering-scheme.


So looking forward to test it!


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Postby dbozan99 » Thu Nov 19, 2009 4:19 am

It's a real-time effect dude. The picture is drawn into the frame-buffer, manipulated to look different, then drawn. You will never be able to see any more or any less than before (other than the fact that it may get blurred).
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Postby Harlock » Thu Nov 19, 2009 2:14 pm

WOW! I think this is a great idea! It would set SG apart from other games/mods and would also mask some of the models' and textures' shortcomings (not that they are bad). If only the contrasts could be a little more pronounced for visibility's sake, it would be almost perfect.
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Postby moRtem » Thu Nov 19, 2009 8:39 pm

dbozan99 wrote:It's a real-time effect dude. The picture is drawn into the frame-buffer, manipulated to look different, then drawn. You will never be able to see any more or any less than before (other than the fact that it may get blurred).


What a clever comment. Try setting r_gamma 0.1 and reread your own post after. Hope you notice then that graphic-settings influence graphics (wow - that's enlighting!). Which basically means, graphic-settings influence visibility of objects (amazing 8O).



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