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Return of the Graphics

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ViLiO

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I've been taking a small break from the physics stuff and returned to
">tightening up the graphics on level 3 (that commercial still makes me laugh even after all this time) [grin]

Physics Framework with Scattering and Bloom


Basically I've revisited the atmospheric scattering using the excellent sample on FilouGK's Blog to help me out. Swapping it in instead of the old Preetham Scattering I had done before was very painless and the sun size really makes the difference (I actually had the sky done in the last batch of shots but I've gotten the atmosphere on the terrain now which is the main reason for this entry) [wink]

On top of that I added some Bloom. I was a bit unsure about it at first (as it tended to make things look blurry), but it is safe to say it has grown on me. I reckon I've gotten it just about subtle enough and I love the way it makes things look a lot warmer [smile]

I'll probably continue on with the graphics development for a little longer as there are a couple more things I'd like to play around before returning to the Physics [wink]

Regards,
ViLiO
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I never understood the whole deal about "bloom". I have always thought it was annoying, but kept my mouth shut because the game community hive mind always ranted and raved about how awesome it was, and just assumed I was weird.


Then, last month I was talking to an old college buddy of mine, who was a film major, and now makes independent films. We got to talking about graphics, and I mentioned bloom. He told me that in photography and filming, bloom is viewed as a nasty camera artifact that should be eliminated at all costs. He said he can't understand why anyone would possibly want to waste graphics power to emulate a camera artifact.


I agree, and likened this stupid bloom obsession with the "lens flare" obsession of 7 years ago. It will eventually go away, and our games will become less annoying again.


Also, that commercial was hopelessly unfunny.

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You raise a valid point and I did say I was unsure about using Bloom at first as a lot of games tend to seriously overdo it. I don't really agree about it being a waste of graphics power though as the process itself is really very cheap (In my case it is near free as I was already CPU bound).

I regard myself as a programmer and everything I display is just programmer art, so I am in no real place to argue with a film dude like your buddy, but I do find graphics development to be one of the most entertaining aspects of game development. For that reason I get a lot of enjoyment from implementing all the various cool techniques other games make use of. Then, if/when, I am working with somebody in the future who does have an eye for art or film, they won't be limited by the feature-set I have made available [smile]

For further comparison (if you are interested), here are two identical shots; one with bloom and one without.
As for the Westwood College commercial, you REALLY need to rediscover your sense of humour [wink]
That is classic comedy right there, it is even better than the Oozinator [lol]

To Do List #1: Add a lens-flare ;)

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Quote:
Original post by ViLiO
For further comparison (if you are interested), here are two identical shots; one with bloom and one without.

That is a great comparison, it shows how much nicer it is with the subtle bloom :)

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I really like that bloom/no bloom comparison. I always knew bloom adds a certain feel to a scene, but I've never seen it made this obvious how much it helps.

I don't think there's anyone who'd look at those two, and then say that bloom "doesn't add anything".

More importantly, though, why is your sun not circular? :-/

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Thanks guys [smile]
Quote:
Original post by sirob
More importantly, though, why is your sun not circular? :-/
I use a 70 degree FOV most of the time (mainly because a slight fish-eye view is what I have become accustomed to from playing FPS games like Q3A). With a 45 degree FOV the sun looks perfectly circular (except when it nears the horizon and bloom is enabled) [smile]

Regards,
ViLiO

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