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CUBECG's Professional DX Engine (PDE)

Important:All the PDE shaders are HLSL based program(GPU) .The dynamic engine and HLSL code is for Cubecg_PDE engine only.

 contact to:w9933@126.com                        MSN:w_996633@hotmail.com

The new CUBECG engine is now ready to lauch.Which can publish"Packaged&Compressed exe/Web html/Screensaver" .

The " Vegetation " system of CUBECG engine with Wind/ KSM. Any type of 3D models can have or canbe "Vegetation" at runtime.

DemoVideo

The realtime "SAO"(Smart Ambient Occlusion) in Cubecg Engine.

DEMO Video

DOF+HDR+GLOW+KSM and  No need of "The baked lightmap" .

Extreme fast shadowmap (enhanced KSM which support pixel motionblur) system for large scale scene and any lightangle doesnot matter within CUBECG engine. 

DEMO VIDEO

The next generation fast water system within cubecg's PDE engine.

 

Demo video

Charactor system of skined model  within the Cubecg's PDE engine.

 

Demo video 01

Fast SSAO effect within cubecg's PDE engine.

 

Demo video

The next generation "Nature (grass) Painter"  within Cubecg's PDE engine.Up to 100000 grasses and more with highest performance and reality (KSM supported). 

 

Demo video

Advanced dynimic system for cubecg_PDE engine.

demolink1

demolink2

demolink3

demolink4

A fast dynamic ball simulater with pregenerated BSP tree, up to 1000 balls together.HLSL instance model render/normalmap/KSM shadowmap

demolink

A next generation shadow map system(KSM): really "Kick" the ass of VSM and PCF,faster,more accurate blending than any SM method before also no aliasing artifacts when the SM resolution is low or blured too much and no option is needed. (In the sample image the light is from 400 meters far).

demo link1

 demo link2(512x512 sm resolution demo)

"DeferredShading" for cubecg_PDE with  local reflection and refraction/transparency/KSM shadowmap .(The Demo is a simple Depth of Field effect with DS shader)

demo link

Advanced ocean shader  support local reflection and land-water soft edge blending.KSM shadow.

demo link

A advanced weather (Atmospheric Scattering) system with tweakable sun/dynimic clouds /shining stars /3D moon/sky color/lensflare..  

demolink

SSAO similar to the  Crytek's "Screen-Space Ambient Occlusion" .Useful on actual projects.

 demo link

"Percentage Closer Filtering"shadow map shader also called PSSM.This is a bias optimizated version and suitable for all kind of scene .

VSM shadow map shader .this optimizated version has better on speed and result than the original VSM code also no option is needed such as near far clip and bias. not suitable for large scale scene . 

Pointlight  KSM shadowmap with color transparent  .

 

Next generation realtime "speedtree" system with trees lib same and better than the 3dsmax"speedtree" plugin,Wind effect is supported but not in this demo.right mouse button to turn around. 

A advanced glow shader .It can set which object to glow in one row instead of render seperate pass for each glow objects.  

This Depth of Field shader is  to simulate real camera focus changing effects.

Relief mapping with KSM selfshadow/reflection/refraction support.  

A shader to simulate realworld people to live in a 3d scene.

 

A shine or beam effect shader to simulate sunshine in realtime.More steps more smooth result.Step of 10 is enough for this demo which is a much low value for SM2. 

Checker is a kind of procedure texture useful to test UV ect.You can change the standard checker board to a texture mixer or other look in 3d space or UV space with Various options.