Submitted by , posted on 23 March 2005

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Shades of Divinity was developed by two students at gsCEPT ( during a 30 week half-time period. The project consisted of 3 separate parts each spanning 7.5 ECTS - planning, research and execution.

The goal was to test what can be accomplished in realtime graphics utilizing the newest hardware and try to learn as much as possible in the process. It's coded in c++ using D3D9 and HLSL for the shaders and some shaders makes use of ps 3.0 because of their length and branching requirements. The models and animation is done in Maya and a custom exporter was programmed to aquire the data.

  • Smooth skinning
  • Per pixel lightning and normalmapping
  • Parallaxmapping
  • Shadowmapping
  • Projected lights
  • Environment reflections
  • Volumetric light and fog with shadows
  • shading parameters are sampled fromt textures to give the artist detailed control
  • Ambient lightning as in half-life 2 using an "ambient cube"
  • The morph affect all textures (no geometry morph)
  • Fog is generated using 3 octaves of 3d noise
  • The top 3 screenshots show the "slider based" morphing in progress and it affects the whole angel. The 4:th screenshot shows lightbased morphing in progress, the angel is "good" where the red light hits her and "evil" in the blue light. The large screenshot show the volumetric lightning and fog with shadows cast through it.

    Credits: Programming, Fredrik Mäkeläinen
    Graphics, Oskar Holmstrand

    More info about the project, executable, video etc, can be found at It currently only runs on nVidia 6x00 cards beacuse of ps 3.0 and depth texture requirements.

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