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	<title>Alvaro Martin &#187; NSS Engine</title>
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		<title>Aspect Ratio and Context Menu</title>
		<link>http://alvaromartin.net/2009/09/12/aspect-ratio-and-context-menu/</link>
		<comments>http://alvaromartin.net/2009/09/12/aspect-ratio-and-context-menu/#comments</comments>
		<pubDate>Sat, 12 Sep 2009 16:14:13 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=433</guid>
		<description><![CDATA[Hi there! now I have assigned 1.3 aspect ratio and created context menu for to select easily between effects. Shortcut is available with function keys too, F1-F10. This is the end of the first lite version using glut. Is a &#8230; <a href="http://alvaromartin.net/2009/09/12/aspect-ratio-and-context-menu/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>Hi there! now I have assigned 1.3 aspect ratio and created context menu for to select easily between effects. Shortcut is available with function keys too, F1-F10.</p>
<p>This is the end of the first lite version using glut. Is a lightweight version, I will use Qt for a complete and complex version in the future. Example of use:</p>
<pre lang="cpp">
>ModelViewer path/creatures/bigdady2
>ModelViewer path/creatures/bigdady2/otherName.obj
</pre>
<p>So easy, I will explain better in other moment but you only need OpenGL 2.0 support and a model with .mtl file with a correct format.</p>
<div id="attachment_434" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/09/aspect_menu.jpg"><img class="size-medium wp-image-434" title="Aspect Ratio and Context Menu" src="http://www.alvaromartin.net/wp-content/uploads/2009/09/aspect_menu-300x237.jpg" alt="Aspect Ratio and Context Menu" width="300" height="237" /></a><p class="wp-caption-text">Aspect Ratio and Context Menu</p></div>
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		</item>
		<item>
		<title>Deferred Rendering and Normal Mapping</title>
		<link>http://alvaromartin.net/2009/09/12/deferred-rendering-and-normal-mapping/</link>
		<comments>http://alvaromartin.net/2009/09/12/deferred-rendering-and-normal-mapping/#comments</comments>
		<pubDate>Sat, 12 Sep 2009 04:33:56 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=425</guid>
		<description><![CDATA[To do normal mapping in Deferred Rendering is little dificult because you need to store in G-buffer tangent and binormal if you want, but it is easy to calculate. Or you can calculate TBN matrix per pixel with your 2D &#8230; <a href="http://alvaromartin.net/2009/09/12/deferred-rendering-and-normal-mapping/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>To do normal mapping in Deferred Rendering is little dificult because you need to store in G-buffer tangent and binormal if you want, but it is easy to calculate. Or you can calculate TBN matrix per pixel with your 2D normal map stored in G-buffer. So I can&#8217;t do that because have high GPU consumption.</p>
<p>Other thing that you can to do is store in 8bit the result of &#8220;light power&#8221; calc in Geometry stage and then, use that in Lighting Stage. But &#8220;normal mapping&#8221; will be based in 1 light.</p>
<p>Anyway, we can do an <span>approximation using a bling phong lighting and fast normal mapping calc:</span></p>
<p><span> </span></p>
<pre lang="cpp">
// Calculate half vector
vec3 H = normalize( normalize(lightDirection) + normalize(eyePosition.xyz - pixelPosition.xyz)); 

// Calculate phong shading
float shininess = 100.0;
vec3 phong = pow(max(dot(H, normal.xyz), 0.0), shininess) * specular.rgb; 

// Calculate normal mapping effect
float lightAmount = max(dot(normal.xyz, normalize(lightDirection)), 0.0);</pre>

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		</item>
		<item>
		<title>Specular RGB and Edge Detect AA</title>
		<link>http://alvaromartin.net/2009/09/08/specular-rgb-and-edge-detect-aa/</link>
		<comments>http://alvaromartin.net/2009/09/08/specular-rgb-and-edge-detect-aa/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 17:15:33 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=419</guid>
		<description><![CDATA[Hi all! A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing: Look, blue in metal and red in crystal&#8230; painted by Prompt]]></description>
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<p>Hi all!</p>
<p>A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing:</p>
<div id="attachment_423" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/09/specColor_edgeDetect.png"><img class="size-medium wp-image-423" title="Specular RGB test with Edge Detect AA" src="http://www.alvaromartin.net/wp-content/uploads/2009/09/specColor_edgeDetect-300x237.png" alt="Specular RGB test with Edge Detect AA" width="300" height="237" /></a><p class="wp-caption-text">Specular RGB test with Edge Detect AA</p></div>
<p>Look, blue in metal and red in crystal&#8230; painted by Prompt  <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_rolleyes.gif' alt=':roll:' class='wp-smiley' /> </p>
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		<title>Adjusting SSAO</title>
		<link>http://alvaromartin.net/2009/09/08/adjusting-ssao/</link>
		<comments>http://alvaromartin.net/2009/09/08/adjusting-ssao/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 12:31:40 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=415</guid>
		<description><![CDATA[I&#8217;m adjusting the params of my SSAO shaders. I&#8217;m trying to have more darkness in occlusion zones and more clean the others fragments. So adjusting selective fragments I have more performance.]]></description>
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<p>I&#8217;m adjusting the params of my SSAO shaders. I&#8217;m trying to have more darkness in occlusion zones and more clean the others fragments. So adjusting selective fragments I have more performance.</p>
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		<title>Deferred Lighting + specular map &#8211; normal map</title>
		<link>http://alvaromartin.net/2009/09/07/deferred-lighting-specular-map-normal-map/</link>
		<comments>http://alvaromartin.net/2009/09/07/deferred-lighting-specular-map-normal-map/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 20:47:15 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=403</guid>
		<description><![CDATA[Hi all! Today I&#8217;m testing new map, specular map in RGB (this is only white) with BigDady 2 model, see the crystal in the &#8220;face&#8221;: Well now, the rendering process in screenshots, read more!]]></description>
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<p>Hi all!</p>
<p>Today I&#8217;m testing new map, specular map in RGB (this is only white) with BigDady 2 model, see the crystal in the &#8220;face&#8221;:</p>
<div id="attachment_408" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/09/light_spec01.png"><img class="size-medium wp-image-408" title="Specular test 1" src="http://www.alvaromartin.net/wp-content/uploads/2009/09/light_spec01-300x237.png" alt="Specular test 1" width="300" height="237" /></a><p class="wp-caption-text">Specular test 1</p></div>
<div id="attachment_409" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/09/light_spec02.png"><img class="size-medium wp-image-409" title="Specular test 2" src="http://www.alvaromartin.net/wp-content/uploads/2009/09/light_spec02-300x237.png" alt="Specular test 2" width="300" height="237" /></a><p class="wp-caption-text">Specular test 2</p></div>
<p>Well now, the rendering process in screenshots, read more!</p>
<p><span id="more-403"></span> </p>
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		<item>
		<title>Deferred Lighting + SSAO &#8211; Specular &#8211; Normal mapping</title>
		<link>http://alvaromartin.net/2009/09/06/deferred-lighting-ssao-no-specular-no-normal-mapping/</link>
		<comments>http://alvaromartin.net/2009/09/06/deferred-lighting-ssao-no-specular-no-normal-mapping/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 17:31:30 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=397</guid>
		<description><![CDATA[Hi there! I have now Big Dady 2 model fixed. The texture coords was inverted in V coord. Now I mix my deferred lighting implementation with SSAO. I have no specular map applied yet, but I have other problem here. &#8230; <a href="http://alvaromartin.net/2009/09/06/deferred-lighting-ssao-no-specular-no-normal-mapping/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>Hi there!</p>
<p>I have now Big Dady 2 model fixed. The texture coords was inverted in V coord. Now I mix my deferred lighting implementation with SSAO. I have no specular map applied yet, but I have other problem here. Diffuse map of model has shadows like SSAO mixed with diffuse map. So the result is not awesome but looks really good.</p>

<p>I need other model <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Diffuse map has bump <span>wrinkle, shadows and normal mapping effect.<br />
</span></p>
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		<title>Fixing and testing samples with SSAO</title>
		<link>http://alvaromartin.net/2009/09/02/fixing-and-testing-samples-with-ssao/</link>
		<comments>http://alvaromartin.net/2009/09/02/fixing-and-testing-samples-with-ssao/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 21:26:40 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=390</guid>
		<description><![CDATA[Hi there! Today I see an error in SSAO calc, near of the camera you can see fake occlusion. This is definitely wrong. So now is fixed: I tested different samples, I think 8 it is ok for normal GPU &#8230; <a href="http://alvaromartin.net/2009/09/02/fixing-and-testing-samples-with-ssao/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>Hi there!</p>
<p>Today I see an error in SSAO calc, near of the camera you can see fake occlusion. This is <span>definitely wrong. So now is fixed:</span></p>
<p>I tested different samples, I think 8 it is ok for normal GPU and 4 or 2 for slow GPUs. Is better to be SSAO with 2 or 4 samples than not to be. You can fix that with a blur downsampled x3 for example.</p>
<p>To be or not to be, this is the question <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> . In this case, to be, of course!</p>
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		<title>SSAO downsampled with blur</title>
		<link>http://alvaromartin.net/2009/09/01/ssao-downsampled-with-blur/</link>
		<comments>http://alvaromartin.net/2009/09/01/ssao-downsampled-with-blur/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 22:17:10 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=386</guid>
		<description><![CDATA[Hi there! The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens I use the SSAO result and a blur shader with one 2x downsampled. Original SSAO in fullscreen SSAO &#8230; <a href="http://alvaromartin.net/2009/09/01/ssao-downsampled-with-blur/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>Hi there!</p>
<p>The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I use the SSAO result and a blur shader with one 2x downsampled.</p>
<div id="attachment_387" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/09/SSAO_blur.png"><img class="size-medium wp-image-387" title="SSAO with Blur" src="http://www.alvaromartin.net/wp-content/uploads/2009/09/SSAO_blur-300x237.png" alt="SSAO with Blur, BigDady2 model for learning purpose" width="300" height="237" /></a><p class="wp-caption-text">SSAO with Blur, BigDady2 model for learning purpose</p></div>
<ol>
<li>Original SSAO in fullscreen</li>
<li>SSAO texture downsampled width and height &gt;&gt; 2</li>
<li>Combine 1 + 2 * 0.5 <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ol>
<p>The result is a soft texture without noise. This noise exist because I use only 16 samples per pixel in SSAO pass.</p>
<p>TODO: mix with Lighting Stage of Deferred Rendering architecture and specular map.</p>
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		<title>SSAO without optimization</title>
		<link>http://alvaromartin.net/2009/08/31/ssao-without-optimization/</link>
		<comments>http://alvaromartin.net/2009/08/31/ssao-without-optimization/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 20:56:59 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

		<guid isPermaLink="false">http://www.alvaromartin.net/?p=374</guid>
		<description><![CDATA[Today I begin my SSAO based in many website, papers and forums. This first approach has around 2ms of cost. But if the camera is near to objects app performance down drastically. By the way it&#8217;s ok for first day &#8230; <a href="http://alvaromartin.net/2009/08/31/ssao-without-optimization/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>Today I begin my SSAO based in many website, papers and forums. This first approach has around 2ms of cost. But if the camera is near to objects app performance down drastically. By the way it&#8217;s ok for first day of coding.</p>
<div id="attachment_378" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/08/SSAO_test04.png"><img class="size-medium wp-image-378" title="SSAO_test04" src="http://www.alvaromartin.net/wp-content/uploads/2009/08/SSAO_test04-300x237.png" alt="SSAO bricks looking good" width="300" height="237" /></a><p class="wp-caption-text">SSAO bricks looking good</p></div>
<p>I need to do 2 things, render in less resolution and to do a vertical and horizontal blur, then mix with specular and color. I believe the effect is really good now processing only, ALBEDO, NORMAL and DEPTH (in clip space).</p>
<p>If I complete this version soon I will relax and play a few <a href="http://www.pokerstars.com/poker/games/rules/hand-rankings/">poker hands</a> next week. I hope this weekend to be finished the first version of ModelViewer lite version without GUI, supporting, color map + alpha pixel discard, normal map, specular map, height map for parallax mapping and deferred rendering architecture. </p>

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		<title>Parallax Mapping fixed</title>
		<link>http://alvaromartin.net/2009/08/30/parallax-mapping-fixed/</link>
		<comments>http://alvaromartin.net/2009/08/30/parallax-mapping-fixed/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 13:51:28 +0000</pubDate>
		<dc:creator>Alvaro Martin</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[NSS Engine]]></category>

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		<description><![CDATA[I forget to apply the new texture coords in Normal Maping -_- So&#8230; this is the result now: Before]]></description>
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<p>I forget to apply the new texture coords in Normal Maping -_-</p>
<p>So&#8230; this is the result now:</p>
<div id="attachment_371" class="wp-caption alignnone" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/08/parallaxFixed.png"><img class="size-medium wp-image-371" title="Parallax Fixed" src="http://www.alvaromartin.net/wp-content/uploads/2009/08/parallaxFixed-300x237.png" alt="Parallax Mapping Fixed" width="300" height="237" /></a><p class="wp-caption-text">Parallax Mapping Fixed</p></div>
<p>Before</p>
<div id="attachment_363" class="wp-caption alignnone" style="width: 310px"><a href="http://www.alvaromartin.net/wp-content/uploads/2009/08/parallax01.png"><img class="size-medium wp-image-363" title="Parallax Mapping with a box" src="http://www.alvaromartin.net/wp-content/uploads/2009/08/parallax01-300x237.png" alt="Textured box" width="300" height="237" /></a><p class="wp-caption-text">Textured box</p></div>
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