KRISHNA CHAITANYA<br />GAME ENGINE DEVELOPER<br />
Control 3d engine<br />Starting the day  I read my 1st Opengl tutorial, I had learnt and wrote the engine code, Created Te...
Hospital Scene<br />BSP walls with radiosity Light maps<br />Mesh Objects with Vertex Lighting<br />
Hospital Scene<br />Radiosity Global Illumination (Q3Rad)<br />
Hospital Scene<br />Radiosity Global Illumination (Q3Rad)<br />
Hospital Scene<br />Glass door<br />Without Shaders<br />With Shaders<br />
Hospital Scene<br />ICU Lighting<br />Combined with Base textures<br />
Apartment Scene<br />Lots of Shaders in Action<br />Living Room<br />High Polygon, High Fill rate scene<br />
Apartment Scene<br />Living Room<br />2 Cris-Cross Quads(4 triangles) with Alpha blend shader to create illusion of a high...
Apartment Scene<br />Living Room<br />With out Shaders<br />
Apartment Scene<br />Living Room<br />With Shaders<br />
Apartment Scene<br />Living Room<br />AVI Video played back in real time as textures<br />
Apartment Scene<br />Bed Room<br />Except the Lamps, everything else is made of BSP Brushes<br />
Apartment Scene<br />Shadows casted here are using Alpha-Masked texture for determining if light rays can passing through....
Apartment Scene<br />Control-3D has been optimized to allow high polygon counts & large textures.  It uses hardware specif...
Apartment Scene<br />Kitchen<br />LightMaps<br />* Base textures * 2<br />
Fxlabs<br />Joined FXLabs as game engine developer for<br />“The Inferno”<br />
G8 Graphics engine<br />Cross-platform (PC, Xbox) Graphics renderer built upon Unreal  <br />Fully Shaders based rendering...
Soft CharacterShadows
Bump maps, Parallax mapping on PC
Post-Processing framework
Glow, Bloom, Film-Grain effects</li></li></ul><li>G8 XBOX Graphics Engine <br />Cathedral<br />Glows.   Light Blooms. <br />
G8 XBOX Graphics Engine <br />Soft Character Shadows.  <br />
G8 XBOX Graphics Engine <br />Cathedral<br />Game Character Instinct  animated mesh with diffuse bump mapping<br />
G8 XBOX Graphics Engine <br />Fixed Pipe Emulation Shaders<br />Shiny Metal – Cube Maps<br />
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KC Skeletalmesh - Features of first two graphics engines

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This slide showcases features of the engines in action.

The artwork in the screenshots ( Levels, lights, meshes, etc. ) for the 1st engine were all done by myself.

2nd Engine was built on top of Unreal engine for the game 'The Inferno' ( Agni ). All the artwork was done by artists at FXLabs. It owns all the copy rights

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KC Skeletalmesh - Features of first two graphics engines

  1. 1. KRISHNA CHAITANYA<br />GAME ENGINE DEVELOPER<br />
  2. 2. Control 3d engine<br />Starting the day I read my 1st Opengl tutorial, I had learnt and wrote the engine code, Created Textures and Models and Levels (learned Photoshop, 3DS Max, Q3 Radiant during this time ). <br />Dropped out of B.Tech to do this. Game Industry was non – existent at time. But I was confident it will in a matter of years. Had No one to guide. No eBooks. 1-2 hours every 3 days of Cybercafé access to download small articles, the only learning material available <br />
  3. 3. Hospital Scene<br />BSP walls with radiosity Light maps<br />Mesh Objects with Vertex Lighting<br />
  4. 4. Hospital Scene<br />Radiosity Global Illumination (Q3Rad)<br />
  5. 5. Hospital Scene<br />Radiosity Global Illumination (Q3Rad)<br />
  6. 6. Hospital Scene<br />Glass door<br />Without Shaders<br />With Shaders<br />
  7. 7. Hospital Scene<br />ICU Lighting<br />Combined with Base textures<br />
  8. 8. Apartment Scene<br />Lots of Shaders in Action<br />Living Room<br />High Polygon, High Fill rate scene<br />
  9. 9. Apartment Scene<br />Living Room<br />2 Cris-Cross Quads(4 triangles) with Alpha blend shader to create illusion of a high poly plant. <br />
  10. 10. Apartment Scene<br />Living Room<br />With out Shaders<br />
  11. 11. Apartment Scene<br />Living Room<br />With Shaders<br />
  12. 12. Apartment Scene<br />Living Room<br />AVI Video played back in real time as textures<br />
  13. 13. Apartment Scene<br />Bed Room<br />Except the Lamps, everything else is made of BSP Brushes<br />
  14. 14. Apartment Scene<br />Shadows casted here are using Alpha-Masked texture for determining if light rays can passing through. Its just two triangles with Alpha texture. Without this feature of generating light, this grill needs to be made out of a high-poly mesh to get proper shadows<br />Bed Room<br />Multi-frame texture animation for simulating Flame in the fire place.. <br />
  15. 15. Apartment Scene<br />Control-3D has been optimized to allow high polygon counts & large textures. It uses hardware specific extensions like <br />nVidianvVertexArrayFence<br />ATI VertexObject<br />S3TC Texture compression<br />HW TnL, Texture Combiners <br />Combined with a fast PVS/Culling algorithm, and clever Shader rendering paths, BSP Rendering is as fast as Regular meshes. Which is not the case with the similar class renderer of Unreal Engine 2<br />Kitchen <br />Scene constructed mostly out of BSP Brushes rather than meshes.<br />
  16. 16. Apartment Scene<br />Kitchen<br />LightMaps<br />* Base textures * 2<br />
  17. 17. Fxlabs<br />Joined FXLabs as game engine developer for<br />“The Inferno”<br />
  18. 18. G8 Graphics engine<br />Cross-platform (PC, Xbox) Graphics renderer built upon Unreal <br />Fully Shaders based rendering for consistency across PC and XBox<br /><ul><li>Real-time Vertex & Pixel Lights
  19. 19. Soft CharacterShadows
  20. 20. Bump maps, Parallax mapping on PC
  21. 21. Post-Processing framework
  22. 22. Glow, Bloom, Film-Grain effects</li></li></ul><li>G8 XBOX Graphics Engine <br />Cathedral<br />Glows. Light Blooms. <br />
  23. 23. G8 XBOX Graphics Engine <br />Soft Character Shadows. <br />
  24. 24. G8 XBOX Graphics Engine <br />Cathedral<br />Game Character Instinct animated mesh with diffuse bump mapping<br />
  25. 25. G8 XBOX Graphics Engine <br />Fixed Pipe Emulation Shaders<br />Shiny Metal – Cube Maps<br />
  26. 26. G8 XBOX Graphics Engine <br />Full Screen Bloom ( Faked 8-Bit HDR on Xbox )<br />
  27. 27. G8 XBOX Graphics Engine <br />Decals with Post-Process Glow<br />Glow with Mask<br />
  28. 28. G8 XBOX Graphics Engine <br />Cell Shading – Two on top have bloom combined<br />

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