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28 Sep 2024 23:19:33 EDT (-0400)
  Be very afraid... (Message 11 to 20 of 65)  
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From: scott
Subject: Re: Be very afraid...
Date: 22 Sep 2009 04:43:48
Message: <4ab88e44$1@news.povray.org>
>> 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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From: Invisible
Subject: Re: Be very afraid...
Date: 22 Sep 2009 04:54:03
Message: <4ab890ab$1@news.povray.org>
>>> 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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From: scott
Subject: Re: Be very afraid...
Date: 22 Sep 2009 05:35:46
Message: <4ab89a72$1@news.povray.org>
> 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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From: Invisible
Subject: Re: Be very afraid...
Date: 22 Sep 2009 05:42:06
Message: <4ab89bee@news.povray.org>
>> 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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From: nemesis
Subject: Re: Be very afraid...
Date: 22 Sep 2009 14:19:39
Message: <4ab9153b@news.povray.org>
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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From: nemesis
Subject: Re: Be very afraid...
Date: 22 Sep 2009 16:53:07
Message: <4ab93933@news.povray.org>
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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From: Invisible
Subject: Re: Be very afraid...
Date: 23 Sep 2009 04:11:30
Message: <4ab9d832$1@news.povray.org>
nemesis wrote:
> this is an insanely amazing Crysis mod shot too:

What's insane about it?


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From: nemesis
Subject: Re: Be very afraid...
Date: 23 Sep 2009 04:26:28
Message: <4ab9dbb4$1@news.povray.org>
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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From: Invisible
Subject: Re: Be very afraid...
Date: 23 Sep 2009 04:31:00
Message: <4ab9dcc4$1@news.povray.org>
>>> 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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From: nemesis
Subject: Re: Be very afraid...
Date: 23 Sep 2009 04:33:12
Message: <4ab9dd48@news.povray.org>
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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