Awesome
Scape
Scape is a (currently early prototype) landscape rendering engine that is designed to render very realistic landscape-y environments in real-time. Think of it kind of like proland, except its more focused on the rendering from the ground and up (rather than the other way around)
What is implemented right now?
Because of the incredibly early stage of the engine, there isn't that much that is implemented. But still, there are a few things
- Chunk system with procedurally placed entities, utilizing instancing for the highest possible performance
- Very fast GPU accelerated monte-carlo light baker for hemispherical lighting and ambient occlusion.
- Atmospheric sky rendering
- Basic direct lighting + global illumination for direct lighting (1 bounce)
- Constant time grass rendering using 2d lightfields
- TAA (basic right now)
- Support for screen-space GI + AO for more dynamic objects as well as camera-centric cubemap solution for indirect specular lighting
- Basic color dithering to help get richer colors on worse displays
What are the future plans? (in no real particular order)
- Implemented support for physically-correct directional lighting (with contact hardening)
- Shift lightmapping to O(log N) solution for lightbaking as well as implement 5+ bounce GI for both hemispherical and directional light source
- Support for multiple chunks
- Implement support for caching lightmaps, as well as having lower-res lightmaps for chunks that are further away (to help save on vram)
- Volumetric height fog
- Support for baked radiance probes for chunks for indirect specular lighting fallback as well as indirect diffuse fallback for more dynamic objects
- Support for more complicated materials such as skin (with approximatory subsurface scattering), glass (with proper refraction) and leaves (with translucency)
- Basic skeletal animation support
- Basic networking support. Let people explore together!
- Decal support for smaller geometry such as branches or leaves that have falled on the ground
- Add support for multiple biomes
- Tesselation / POM support for high quality displacement mapping
- Entirely dynamic weather system with rain and snow (with procedural coverage for both of these)
- Area, IES, Point and Spot light sources
- Very realistic ocean rendering with physically accurate water volume
- Implement system to allow for more interesting ways of exploration! Skiing, biking, travelling by boat!
More media:
No lighting vs baked lighting
Showcasing the effects of indirect lighting