Ambient Occlusion Fields and Decals in Infamous 2
original post
http://reedbeta.com/talks/
Ambient Occlusion Fields and Decals in Infamous 2
GDC 2012 • Posted 3/9/2012
In Sucker Punch's 2011 game Infamous 2, we added a couple of new ambient occlusion (AO) technologies to our engine to fill this gap. Called AO Fields and AO Decals, they work by precomputing the occlusion an object casts onto the space around it and storing that data in a texture, which is then applied in real-time much like a light in deferred shading.
AO Fields and AO Decals offer greater detail than per-vertex baked AO at a modest performance and memory cost, and they avoid some of the drawbacks of SSAO while still being partly dynamic.
- Slides: pptx, 5.1 MB, or pdf, 4.3 MB (both include speaker notes)
- AO Fields video (WMV, 62 MB)
- AO Decals video (WMV, 31 MB)
Game Developer Leegoon copyright all right reserved since 2010.
Тhis infоrmation iѕ ωoгth everyοne's attention. Where can I find out more?
ReplyDeleteAlso visit my page ... hcg meal plan
My page > what is hcg injections for weight loss