OREON ENGINEThis video demonstrates a performance comparison of OpenGL and Vulkan under almost identical conditions. The performance, measured in fps and CPU/GPU load, is testet and recorded against different antialiasing settings (2x-8x MSAA and FXAA). The performance indicators, shown in the top left corner of the realtime simulations, are slightly inferior than the measured and averaged values due to the recording software. The simulation shows an FFT generated ocean, an atmospheric skydome and a sun. The scene is generated with a deferred rendering engine an post processing bloom effect. The GUI overlay in the top left corner is blended on top of the scene image. MSAA is applied by means of a sample coverage mask during the deferred rendering process. FXAA is deployed between deferred rendering stage and post processing effects.
OpenGL vs VulkanOREON ENGINE2018-08-25 | This video demonstrates a performance comparison of OpenGL and Vulkan under almost identical conditions. The performance, measured in fps and CPU/GPU load, is testet and recorded against different antialiasing settings (2x-8x MSAA and FXAA). The performance indicators, shown in the top left corner of the realtime simulations, are slightly inferior than the measured and averaged values due to the recording software. The simulation shows an FFT generated ocean, an atmospheric skydome and a sun. The scene is generated with a deferred rendering engine an post processing bloom effect. The GUI overlay in the top left corner is blended on top of the scene image. MSAA is applied by means of a sample coverage mask during the deferred rendering process. FXAA is deployed between deferred rendering stage and post processing effects.
Based on GPU FFT Ocean paper: https://tore.tuhh.de/handle/11420/1439OpenGL Java Engine | Update 2019OREON ENGINE2019-07-17 | In the recent past I did some improvements, e.g. atmospheric scattering, lighting, shadow mapping, bloom, terrain maps generation, water refraction/reflection. In this demo I present the results.
Currently it is in develop branch, I will merge it into master if I did some more performance improvements. github.com/fynnfluegge/oreon-engineOpenGL vs Vulkan | Antialiasing Deferred FFT Water | Java LWJGLOREON ENGINE2018-06-20 | This video demonstrates a realtime performance comparison of OpenGL and Vulkan. The performance is measured in fps and CPU load. The rendered simulation is a Deferred Lighting FFT water and atmosphere simulation with post processing Bloom and 2x-8x Multisample Antialiasing + FXAA.
The research paper of the FFT ocean theory background: https://tubdok.tub.tuhh.de/handle/11420/1439?locale=en
Rendered with Oreon Engine: github.com/oreonengine/oreon-engine#7 Creating a Game Engine in Java and OpenGLOREON ENGINE2018-04-03 | This is the 7th episode of the series Creating a Game Engine in Java and OpenGL. In this part the performance of terrain quadtree algorithm will be accelerated by considering the terrain height at a specific horizontal world position to get a proper update of the quadtree when the camera is moved in vertical direction along the y-axes. Further a at runtime switchable wireframe renderer is added to the engine and a terrain distance atmospheric fog.
Series engine derived from: github.com/oreonengine/oreon-engine#6 Creating a Game Engine in Java and OpenGL - Terrain SplatmapOREON ENGINE2018-02-17 | This is the sixth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode a splatmap is generated to map the materials onto the terrain dependent on the terrain slope resp. the terrain normalmap.
derived from: github.com/oreonengine/oreon-engine#5 Creating a Game Engine in Java and OpenGL - Terrain MaterialsOREON ENGINE2018-01-13 | This is the fifth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode materials are mapped onto the terrain and normal mapping & displacement mapping are applied on these materials. Furthermore it is shown how to apply mipmapping on the terrain textures with a trilinear filter.
Development state: github.com/oreonengine/oreon-engineRealtime GPGPU FFT Ocean Water 3D Engine | OpenGLOREON ENGINE2017-11-07 | Official Technical Research Report 2017 (Hamburg University of Technology): https://tubdok.tub.tuhh.de/handle/11420/1439?locale=en
The Fast Fourier Transform (FFT) is known as one of the most influential algorithms in the 20th century for digital signal processing. This demo and research report presents an approach for computing a 2D-FFT on GPU in realtime with OpenGL Compute Shaders.
Used Rendering Engine: github.com/oreonengine/oreon-engine#4 Creating a Game Engine in Java and OpenGL - Terrain GenerationOREON ENGINE2017-10-12 | This is the fourth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode the terrain will be generated from a heightmap. The related normalmap is initially created with a Compute Shader.
derived from: github.com/oreonengine/oreon-engine#3 Creating a Game Engine in OpenGL and Java - TessellationOREON ENGINE2017-09-15 | This is the third episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode the distance dependent tessellation function will be implemented.
derived from: github.com/oreonengine/oreon-engine#2.2 Creating a Game Engine in Java and OpenGL - Terrain QuadtreeOREON ENGINE2017-09-01 | This is the second part of the second episode of the OpenGL Game Engine Programming Series with LWJGL 3. This video demonstrates the implementation of morphing function in the Terrain Quadtree.
The Game Engine of the programming series is derives from Oreon Engine: github.com/oreonengine/oreon-engine#2.1 Creating a Game Engine in Java and OpenGL - Terrain QuadtreeOREON ENGINE2017-08-27 | This is the first part of the second episode of the OpenGL Game Engine Programming Series with LWJGL 3. This video demonstrates the implementation of the Terrain Quadtree algorithm, which is the core of the Terrain Rendering System.
The Game Engine of the programming series is derives from Oreon Engine: github.com/oreonengine/oreon-engine#1 Creating a Game Engine in Java and OpenGL - SkydomeOREON ENGINE2017-08-02 | In this part of the Game Engine Tutorial with Java and LWJGL 3 we create and render our first object, the Skydome!
Eclipse IDE project setup: youtube.com/watch?v=8b3DwkhtMf4&t=11s#0 Creating a Game Engine in Java and OpenGL - Eclipse Workspace SetupOREON ENGINE2017-07-20 | Welcome to the OpenGL 3D Game Engine Programming Series with Java and LWJGL 3. The tutorial series provides a guide for developing a high-end Open World Game Engine and all it's necessary GLSL-shaders with starting point at a simple black GLFW window.
This video introduces the programming series and demonstrates the Eclipse workspace setup with the engine starting code template. The starting code contains functioning GLFW Window and Input. Further it already implements the Game Loop, 3D Algebra classes, Camera, Shader Program template and Resource-Loader (glsl-file, texture, obj-model).
A new git-tag will be created after every video of the programming guide, so that everyone has also the possibility to download the code related to the specific part of the series. Tags for each epsiode are available here: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases
Derived from Oreon Engine: github.com/oreon3D/Oreon.Engine-OpenGL-JavaOpenGL Underwater Caustics | Oreon Engine v2.1 Preview | Java LwjglOREON ENGINE2017-06-17 | Next Preview of the Terrain Rendering Engine v2.1! Underwater Rendering System with Caustics added now.
Used system for rendering: Intel Skylake i5-6500, Geforce GTX 1060 6GB, 16 GB DDR4
Source Code: github.com/oreon3D/Oreon.Engine-OpenGL-JavaOpenGL Light Scattering and Lens Flare | Oreon Engine v2.1 Preview | Java LwjglOREON ENGINE2017-06-03 | Preview of the Terrain Rendering Engine v2.1! Sun Light Scattering and Lens Flare Effect added. Additionally some performance optimizations. The instancing asset system is updated now in a separate thread for each asset type. Coming features in the next video: - water caustics + underwater distortion - Contrast color and brightness adjustment in final scene texture
Used system for rendering: Intel Skylake i5-6500, Geforce GTX 1060 6GB, 16 GB DDR4
Rendering Techniques: - Terrain Quadtree algorithm - 256x256 FFT Water - Hardware Tessellation - Terrain height displacement precomputed by 7 FFT's with Compute Shaders - Post processing effects: - Motion Blur - Bloom - Depth of Field Blur - Light Scattering - Lens Flare - Instanced Rendering - Parallel Split Shadow Mapping
Source Code: github.com/oreon3D/Oreon.Engine-OpenGL-JavaOpenGL 3D Terrain/Open World Engine | v2.0 Java LwjglOREON ENGINE2017-05-18 | This is the OpenGL Terrain Renderer 2.0! I did a lot of performance optimizations compared to v1.1. It now runs smoother with more terrain assets. There are still a lot of options to improve the performance.
Used system for rendering: Intel Skylake i5-6500, Geforce GTX 1060 6GB, 16 GB DDR4
Rendering Techniques: - Terrain Quadtree algorithm - 256x256 FFT Water - Hardware Tessellation - Terrain height displacement precomputed by 7 FFT's with Compute Shaders - Motion Blur, Depth of Field Blur and Bloom Effect with Compute Shaders - Instanced Rendering - Parallel Split Shadow Mapping
Source Code: github.com/oreon3D/Oreon.Engine-OpenGL-JavaOpenGL 3D Terrain/Open World Engine | v1.1 Java LwjglOREON ENGINE2017-04-17 | Version 1.1 of my OpenGL Terrain Renderer. Due to my Master of Science Thesis I will start a new project, a Vulkan API/C++ Rendering Engine.
Implementations in this demo: - CDLOD Terrain System - Tessellation/Geometry Shaders - Post Processing Effects with Compute Shaders (Bloom/Dof Blur/Motion Blur) - HDR Lighting - 256x256 FFT Water - (Geometry) Instanced Rendering - Parallel Split Shadow Mapping - 8x MSAA - Alpha to Coverage
Sourcode: github.com/oreon3D/Oreon.Engine-OpenGL-JavaOpenGL 3D Open World | v1.0 Java LwjglOREON ENGINE2017-03-12 | OpenGL Open World Flythrough Demo. Independent OpenGL 3D Engine developed completely from scratch (Java/Lwjgl). Version with Vulkan and C++ in progress.
Rendering Techniques: - Terrain Quadtree algorithm - Hardware Tessellation - Terrain height displacement precomputed by 7 FFT's with Compute Shaders - Motion Blur, Depth of Field Blur and Bloom Effect with Compute Shaders - Instanced Rendering - Parallel Split Shadow Mapping
Source Code: github.com/oreon3D/Oreon.Engine-OpenGL-JavaLivestream von oreon3DOREON ENGINE2017-01-12 | ...OpenGL 3D Terrain Generator | FlythroughOREON ENGINE2016-11-14 | In this video I present the 3D Terrain Generator. The terrains are generated from 10 FFT fratcal stages. The quadtree LOD algorithm and Tessellation parameters can be adjusted via the GUI. You can also use own textures, vary the height-scaling and define the range of the large texture Details for better performance.
Documentation: http://oreon3d.github.io/Oreon.Engine-OpenGL-Java[OpenGL 3D Engine] Quadtree Terrain EditorOREON ENGINE2016-06-12 | Showcase of my Terrain Editor for setting up the tessellation function and the Continuous Distance Dependent Level of Detail tiling at runtime. CDLOD algorithm performed on CPU and Vertex Shader. Tessellation executed with Tessellation and Geometry Shader.
Tutorial about the computation of the TBN matrix and Normalmapping on static and dynamic polygon meshes. Tangent/Bitangent Precomputaion on CPU for static meshes and realtime computation in GLSL Geometry Shaders for dynamic (hardware tessellated) meshes.
github.com/oreonengine/oreon-engine[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #2OREON ENGINE2016-02-10 | Demo of a procedural generated Fractal Terrain with the a CDLOD algorithm rendered with Curseye 3D Engine. Overall ten fractal stages are used in this demo. The fractal maps are precomputed with a FFT implementation.
github.com/oreonengine/oreon-engine[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #1OREON ENGINE2016-02-09 | Demo of a very huge procedural generated Fractal Terrain with my self developed CDLOD algorithm rendered with Curseye 3D Engine. Overall ten fractal stages are used in this demo. The fractal maps are precomputed with a FFT implementation.
github.com/oreonengine/oreon-engine[OpenGL 3D Engine] Quadtree CDLOD TerrainOREON ENGINE2016-02-05 | Quad-based Continuous Distance-Dependent Level of Detail (CDLOD) algorithm and dynamic hardware tessellation. The Quads are trasnformed into triangles within morphing areas to obtain smooth transitions. The CDLOD algorithm is executed on the CPU. The Vertex shader performs the morphing area calculation resp. the transformations of the mesh to get a smooth transition between to LOD's. The GPU hardware Tessellation is applied on top of the CDLOD algorithm.
github.com/oreonengine/oreon-engine[OpenGL 3D Engine] FFT Ocean WaterOREON ENGINE2015-12-29 | Realtime ocean simulation, based on three GPGPU FFT's.OpenGL 3D Engine - Terrain EditorOREON ENGINE2015-01-13 | This video shows the Terrain Editor based on my self developed realtime OpenGL 3D Engine: http://www.curseye3d.com used techniques: -tessellation -distance dependent level of detail -bump mapping -displacement mapping -diffuse and specular lighting -ambient occlusion