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>> Also they use a global illumination system.
>
> No, they don't.
>
> According to Wikipedia, they use "occlusion mapping", which is a
> comparatively cheap way to fake global illumination.
Well yes of course it is faked (like almost every other GPU effect), I
wasn't expecting them to have invented a way to do physically correct
per-pixel global illumination in real-time! I just meant they were at least
attempting to have some GI effect, not simply ignoring it as most games do.
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>>> Also they use a global illumination system.
>>
>> No, they don't.
>>
>> According to Wikipedia, they use "occlusion mapping", which is a
>> comparatively cheap way to fake global illumination.
>
> Well yes of course it is faked (like almost every other GPU effect), I
> wasn't expecting them to have invented a way to do physically correct
> per-pixel global illumination in real-time! I just meant they were at
> least attempting to have some GI effect, not simply ignoring it as most
> games do.
Most games just precompute GI. (Usually at too low resolution...)
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> Most games just precompute GI. (Usually at too low resolution...)
This is fine if nothing moves or changes colour in your game.
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>> Most games just precompute GI. (Usually at too low resolution...)
>
> This is fine if nothing moves or changes colour in your game.
...which doesn't work too well in a game that lets you flatten buildings
if you feel like it. ;-)
Hell, even in TF2, you see light shining through doorways when the door
is shut. Looks kinda weird until the door opens at the start of the
round. You'd think that just for doors you could compute two versions of
the light map... but then, just how much of the light map is affected
when you shut one door? Indeed.
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this is an insanely amazing Crysis mod shot too:
http://www1.picturepush.com/photo/a/1578869/1024/Crysis/crysis64-2009-04-11-19-45-23-44.png
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scott escreveu:
>> Most games just precompute GI. (Usually at too low resolution...)
>
> This is fine if nothing moves or changes colour in your game.
http://www.youtube.com/watch?v=FqeXuO2AlEE
http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
A GPU implementation of instant radiosity presented at this year's
SIGRAPH. Yeah, objects move around and affect GI. be very afraid...
Of course, that's only in the triangle mesh-world, not in the world of
perfect sphere surfaces...
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis wrote:
> this is an insanely amazing Crysis mod shot too:
What's insane about it?
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Invisible wrote:
> nemesis wrote:
>> this is an insanely amazing Crysis mod shot too:
>
> What's insane about it?
DOF, sun pouring in from behind high-definition tree foliage, dust from
the ground, and some glass thing just in front of you showing some
(fake) refraction and dispersion.
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>>> this is an insanely amazing Crysis mod shot too:
>>
>> What's insane about it?
>
> DOF, sun pouring in from behind high-definition tree foliage, dust from
> the ground, and some glass thing just in front of you showing some
> (fake) refraction and dispersion.
...all of which I'm pretty much sure were in the original Crysis game.
Not saying it isn't impressive, but I'm not sure what this mod adds.
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Invisible wrote:
>>>> this is an insanely amazing Crysis mod shot too:
>>>
>>> What's insane about it?
>>
>> DOF, sun pouring in from behind high-definition tree foliage, dust
>> from the ground, and some glass thing just in front of you showing
>> some (fake) refraction and dispersion.
>
> ...all of which I'm pretty much sure were in the original Crysis game.
> Not saying it isn't impressive, but I'm not sure what this mod adds.
oh
still impressive though... :D
BTW, saw the link to instant radiosity in Cryengine 3?
http://www.youtube.com/watch?v=FqeXuO2AlEE
http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
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