Ambient Occlusion Fields and Decals in Infamous 2
2 replies to this topic
Posted 11 March 2012 - 06:27 PM
At GDC this year I gave a talk titled "Ambient Occlusion Fields and Decals in Infamous 2". Briefly, it's about a method of precomputing the occlusion an object casts onto the space around it, storing that in a texture, then applying it in real-time like a light in deferred shading. It's a supplement for things like baked vertex AO and SSAO. I've posted the slides and videos online here, in case anyone is interested.
reedbeta.com - developer blog, OpenGL demos, and other projects
Posted 12 March 2012 - 03:56 AM
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users