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Lighting and shadowing techniques in STALKER

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Hi. Which techniques for lighting and shadowing are usage in STALKER: Shadow of Chernobyl or Clear Sky? What type of per pixel lighting and shadow mapping? Is there avaiable better tehniques for this problems (lighting and shadowing) than these from STALKER for Deferred Shading?

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The chapter from GPU Gems 2 goes into detail about STALKER's rendering architecture.

As for "better techniques"...that completely depends on your needs. Answers to questions like "what hardware are you targeting?" and "what sort of scenes are you expecting?" can completely change whether or not a particular technique is "good" or "bad".

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In Clear Sky they are using some kind of split frustum shadow mapping, screen-space ambient occlusion, and probably standard diffuse/specular lighting. This is basically state of the art so right now there isnt a great deal more that can be done with a rasterizer except improveing the lighting models and shadow quality incrementally. The fact that Stalker uses deferred rendering has little to do with the lighting and shadow models used; you can use any model with deferred rendering.

One could add global ambient reflections using cubemaps or something. Of course, the vegetation shader in Stalker isnt very sophisticated, they could improve that using better sub-surface lighting. You could change the Phong/Blinn lighting to Torrance-Sparrow or Cook-Torrance or something, and more surface variation, like anistropic for metals, parallax occlusion for rocks, perlin noise and such for infinite details, etc.

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