All of these screenshots represent what Solace is currently capable of rendering at interactive framerates on commodity hardware (most of these screenshots were taken on an Athlon 1133 with a Radeon 7000 under Linux).
- The very first screenshot ever (yes, it has had fully-dynamic shadows since day 1)
- A triad of early shaders
- The Solace logo (accept no imitations)
- Some motion blur (and some more)
- A scene being edited live
- Lots of shadows being cast (runs at 5fps on a midrange workstation!)
- Bright and shiny objects
- A different view of the massive shadow-casting scene
- and another one
- moody lighting
- An odd shader in effect (it looks reflective, but it's not; instead, it's abusing the programmability of the rendering pipeline to draw transparent objects when opaque objects are expected, causing the opacity of the object to be affected by the number of shadows cast)
- A dense scene, rendered without shadows and with shadows; also, in wireframe with the occlusion buffer turned on and off. Also, just for the hell of it, I made an XLib rendering backend a while back.
- A different way to do cartoon
shading (the usual method is on the right) - it doesn't look as good, but
it's a lot faster, and doesn't require
shadows for the shading. It abuses specular hilights. :)
- Visible shadow volumes in
wireframe rendering mode
- Shaders associated with shadows: badly-faked
smoky room lines on shadow boundaries
- More shaders associated with shadows: The light on the left applies a toon
shader, while the light on the right is normal; all of the spheres and the rod
have the same object shader. one view another view newer version of the geometry
- Lighting stress-test; totally dynamic scene with 35 moving lights, running
at 20fps: one view another view (with some geometry dynamically
downsampled to maintain the framerate) full scene