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Posted 19 October 2012 - 08:33 PM
Posted 20 October 2012 - 12:24 AM
Posted 20 October 2012 - 07:01 PM
Posted 21 October 2012 - 09:32 AM
Posted 21 October 2012 - 09:56 AM
Edited by inlimbo, 21 October 2012 - 10:13 AM.
Posted 22 October 2012 - 05:35 AM
Notice the severe Peter Panning effect at 3 minutes. The result is that it looks as if the ring is flying above the table, never touching it.
imperfect shadow map reference:
Edited by larspensjo, 22 October 2012 - 06:02 AM.
Posted 22 October 2012 - 03:58 PM
Edited by inlimbo, 22 October 2012 - 04:00 PM.
Posted 25 October 2012 - 04:31 PM
Posted 26 October 2012 - 08:11 AM
Not *exactly,* no. The specific process that survived its way into Crysis 2 was to generate a reflective shadow map that described the amount of reflected light, then inject every texel from said RSM into the light propagation volume. This is specifically how global illumination was achieved, and the reason why there aren't any indirect shadows; visibility was entirely implicit. You can run a separate grid that contains information on how much light (if any) is allowed to pass through a certain voxel and use that to help propagate light more correctly, but this wasn't done in Crysis. The results can still look quite acceptable when combined with SSAO or alternate techniques that generate SH visibility directly.
but crytek doesn't do any preprocess for LPVs, right? so they're generating that voxel grid in real-time by deconstructing/resampling gemoetry?
Edited by InvalidPointer, 26 October 2012 - 08:12 AM.
Posted 30 October 2012 - 03:55 PM
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