[sldev] screen space ambient occlusion
Alex Suter
asuter at ilm.com
Sat Jul 26 17:12:51 PDT 2008
I have to agree with Qarl and others. Ambient occlusion is great stuff.
If you want approximately correct lighting done quickly, it's a perfect
trick. Add in some direct shadowing and you're well on your way.
Some day computers will be fast enough to do full radiosity/raytracing/
whatever at 60fps, but we're not there yet.
Karl Stiefvater wrote:
> always SO much negativity on this list!
>
> the ssoa work is being done by a student as a part of the google summer
> of code program. he's not "stealing" resources from anything else.
>
> trust me - when done correctly - ambient occlusion increases realism.
> the technique was invented/discovered in the film "pearl harbor" and has
> been used in EVERYTHING since. because it looks good.
>
>
> K.
>
> On Jul 26, 2008, at 6:50 AM, Argent Stonecutter wrote:
>
>> I think you're on a better path with shadowing. Getting shadowing
>> right is better than trying to fake it with 'ambient occlusion' hacks.
>> They lead to unnatural shadows in corners that just scream "computer
>> generated" to me. That pile of box is showing a bunch of examples of
>> that. If you count two blocks across from the bottom, there's three
>> blocks on the ground leading away from the camera with a fourth block
>> on top of the third block. The lower left corner of the front face of
>> that block is visibly darker than the rest of the block. In real life
>> that face would be almost uniformly illuminated.
>
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