The LittleBigPlanet pre-release Saga

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It does use the irradiance slices; what it does not seem to use is the signed distance fields hack for AO-like soft shadow effects.

I think it is using different shadowing techniques for different objects. If you look at objects which cast shadows from light sources located above or to the right, you see shadow map-style artifacts (chunky, aliasing, etc). For example, watch the skateboard scene in HD and look at the shadows cast by the flags, the skateboard, or under the ramp.

However, certain objects in the game, especially those that appear to be lit ambiently or from a direction pointing towards the view, there appears to be another algorithm used, as the shadows are way more blurry, and diffuse services appear to have interior transmission. For example, look at the floating French curve thingys, or the dwarf with mushroom at the end.

The dwarf's face appears to have some red cast on it from the mushroom, and the hands and other areas with creased geometry appear to have some internal reflection.

To me it seems that only irradiance slices are used, to enable lots of lights without a drastic and variable - thus unpredictable - computational overhead. That's how there are many little lights in there at the same time.

The performance of the SDF algorithm given is not drastic and unpredictable, especially when confined to 2.5D, so I don't see how your reasoning rules out SDF usage. The whole point of the presentation was that SDF can be used for a physically incorrect fake solution, which none the less, looks good and runs in real time. The demo rendered a hugely complex model on a Radeon X1600XT in real time, and there was nothing in the geometry I saw that is less complex than what LBP's 2.5D composited layer scenes have.
 
I think it is using different shadowing techniques for different objects. If you look at objects which cast shadows from light sources located above or to the right, you see shadow map-style artifacts (chunky, aliasing, etc). For example, watch the skateboard scene in HD and look at the shadows cast by the flags, the skateboard, or under the ramp.
I revisited the gameplay and the shadows are certainly distinct from the lighting model. The shadows don't change in size and softness with distance from occluding object to receiving surface. In the editing demo, when the first blokc is placed it has a soft shadow along the edges of the surface on the table, which should be a hard edge with softening penumbra. That's what an offline area light would produce. Also in the glowing-stars area, there's no shadows cast by the star-light. The GI appromixation is purely lighting and not shadowing.

As for secondary illumination, if you look at the stars area, it seems that red light is cast onto shadow-side surfaces of the player. This looks like red light reflected off the floor, but is a side-effect of the volume illumination I think.

The lighting engine isn't achieving as much as I first thought. It's interesting how readily the brain is fooled though (mine, anyway!). The lack of shadowing in the star-glow didn't look at all out of place. The low camera angle also hides the shadows very well, so they don't look too wrong.
 
it's easy and very cheap to get dynamic occlusion on simple primitive objects (spherical or cubic ones) with a very simple distance function.Another shadowing engine in LBP appears very much to be VSM (some ligh bleeding)
 
I agree with Laa-Yosh. It´s all together that makes the game look good. Because so far I have not seen something impresive in the game.


How can these two sentences go together? It looks good to you, but it's not impressive? So what games do impress you graphically?
 
How can these two sentences go together? It looks good to you, but it's not impressive? So what games do impress you graphically?
He would appear to be saying that while no single element looks impressive, the combination of all of them (and probably also taking into consideration other aspects of the game) still makes it come across looking good.
 
He would appear to be saying that while no single element looks impressive, the combination of all of them (and probably also taking into consideration other aspects of the game) still makes it come across looking good.


Okay but is he talking about something technical that we mere mortals can't see or understand, because to me I see nothing but beauty. I wonder what exactly by itself doesn't look good? :???:
 
Well I imagine if you zoom in real close you'll see the pixels from the screen which are ugly square blobs of colour. I can only assume thats what he means :D
 
Heck, if you zoom in even closer, you'll see that each and every pixel is lit in only ONE flat color! Not even any texturing!

:p
 
At its core, the game seems to be a 3D platformer where you and three friends run from left to right and have to work together to make progress. Need to reach a higher platform? One of your friends can pull on a lever to get it to drop. Need to get a skateboard started down a ramp? Three of you can sit on top, and a fourth can pull it forward. It's a series of of platforming puzzles -- many of them physics-based -- that can be solved with teamwork, basically.
Hmm , haven't watched videos of the Little Big Planet but this paragraph reminds me The Lost Vikings ;

256px-The_Lost_Vikings.png
...
It seems so that LBP will be a mix of The Lost Vikings and The Incredible Machine , and maybe more ...
 
They released some new screens and some art work about the game.

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This game looks suberb and hilarious.

Love the Mario and the nudist. :LOL:
 
They're new online, but I think they were all in the Edge preview. The first picture is just a mock-up, IIRC.

And yeah, the art is pretty cool. Some nice homages in there.
 
I think it is using different shadowing techniques for different objects. If you look at objects which cast shadows from light sources located above or to the right, you see shadow map-style artifacts (chunky, aliasing, etc). For example, watch the skateboard scene in HD and look at the shadows cast by the flags, the skateboard, or under the ramp..
It uses variance shadow maps or some similar technique as it's very easy to spot light bleeding artifacts when 2 shadows casted by 2 objects (one distant from the receiver, the other one closer -> high variance) overlaps.
 
I like that mario looking character in the concept art :LOL:

The others are brilliant too. Character customization is probably very flexible :D
 
The question is, how? Same with user generated content. Are all the stickers and objects going to be created by the devs, and user content is just arranging it? Or will users be able to create their own set designs etc.? The latter is really needed IMO. You don't want to limit the playground to limited sets. Some people will want DnD style, and others Space Opera, and other Cowboys and Indians. That's a lot of content for one studio to produce, but leaving it open to the users will see them develop their own resources.
 
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