http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=23
Get it while it's still hot...
Get it while it's still hot...
In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.
_phil_ said:you can fake a lot of cases of ambiant occlusion with a very cheap dirtmap,you know ..
london-boy said:In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.
I was pretty sure Laa-Yosh said there was no way ambient occlusion could be done on realtime applications on present or near future architecture... Not saying the guy's lying, i'm saying that it's quite impressive
V3 said:london-boy said:In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.
I was pretty sure Laa-Yosh said there was no way ambient occlusion could be done on realtime applications on present or near future architecture... Not saying the guy's lying, i'm saying that it's quite impressive
Perhaps you should reread what you quoted.
london-boy said:In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.
I was pretty sure Laa-Yosh said there was no way ambient occlusion could be done on realtime applications on present or near future architecture... Not saying the guy's lying, i'm saying that it's quite impressive
PC-Engine said:It says it's being done with a tool ie non realtime. This precalculated data is then plugged into the game engine. Spherical harmonics works the same way using precalculated datasets. It only works on static geometry and in this case it's a wheel.
Fake Ambient Occlusion is probably one of the easiest 3D rendering method that could be implemented in a (next-gen) engine.london-boy said:I was pretty sure Laa-Yosh said there was no way ambient occlusion could be done on realtime applications on present or near future architecture...
Spherical Harmonics! That's the technique used in the PSP demo. It looked very effective. I think it was precalculated for the scene on the PSP (rather than precalculated on a development workstation).PC-Engine said:It says it's being done with a tool ie non realtime. This precalculated data is then plugged into the game engine. Spherical harmonics works the same way using precalculated datasets. It only works on static geometry and in this case it's a wheel.
Vysez said:Fake Ambient Occlusion is probably one of the easiest 3D rendering method that could be implemented in a (next-gen) engine.london-boy said:I was pretty sure Laa-Yosh said there was no way ambient occlusion could be done on realtime applications on present or near future architecture...
And in 99% cases, in a game scene, I'd say it would look nigh identical compared to the offline solution.
Spherical harmonics are used in a lot of stuff, and are a very generic mathematical term.Shifty Geezer said:Spherical Harmonics! That's the technique used in the PSP demo. It looked very effective.
That's what I'm thinking too, they definitely didn't choose the easiest way for implementing their AO effect._phil_ said:yes,and you don't even need to calculate a real occlusion ,a dirtmap does the trick way faster.
Strange that they actually bake it to vertices.A low resolution dirtmap would do better in allmost every case.
Shifty Geezer said:It's precalculated in that you're not calculating it in real time. Like lookup tables for sin and cos from many moons ago. Where you pre-calc it doesn't matter I guess.
_phil_ said:yes,and you don't even need to calculate a real occlusion ,a dirtmap does the trick way faster.
Strange that they actually bake it to vertices.A low resolution dirtmap would do better in allmost every case.