|
|
>>> Of course what they did in Crysis in much more complex, but I don't think
>>> that they do GI in real time (though such stuff exists).
>> According to Wikipedia, Crysis simulates GI in realtime using "ambient
>> occlusion", with no precomputed lightmaps.
>>
>> (This is, however, not as accurate as a real GI pass.)
>
> Thanks Andrew for the correction ("I don't think that.." = "I didn't bother
> to do some minimal research but I'll write about it anyway...", grmphhh).
Heh. It's only because I happened to read that article myself a few
weeks ago. ;-)
> It's true that an AO pass can be good enough in many situations, and games
> are one of them. In product and architectural visualisation, AO is good for
> the preliminary renderings but cannot replace GI for the final pics (though
> a little AO can help with render times and overall realism). It's fast, so
> people tend to overuse it and in the end it becomes annoying to see dirt in
> every corner...
Yes, well, what do you expect? ;-)
> The real time subsurface scattering in Crysis is very impressive (from what
> I see from stills and demos), I'm wondering whether it's only for flat
> objects like leaves or if it works on actual volumes too.
> I wish I had the time to play games, if only for the eye candy :(
It seems to work OK for the clouds at the start of the game - but then,
they could be faked some other way. It's part of a cutscene, so you
can't really check...
Post a reply to this message
|
|