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Author Topic: [Resolved| AO post  (Read 2027 times)

JoshHalls

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[Resolved| AO post
« on: Feb 09, 12, 03:40:57 PM »

Is that baked or SSAO?  Thanks.
« Last Edit: Oct 21, 12, 10:38:28 PM by HE-Cooper »
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HE-HERB

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Re: AO post
« Reply #1 on: Feb 09, 12, 04:02:03 PM »

Neither.

It's a modification of the vertex shader that you could make in the privacy of your own home, today.

It's basically a dot product calculation at the vertex level, and therefore fully dynamic.

Cheers



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herb marselas
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Re: AO post
« Reply #2 on: Feb 09, 12, 04:17:44 PM »

I should additionally note a few things ...


This is very quick to do.  It took about 15 mins.


It's very inexpensive as it's per vertex, and doesn't add a huge number of instructions.


It looks pretty good.  If you know your game, you can make shader specific changes like this.

Looking at this in HJ REF, the addition of this occlusion is kind of noticeable, but not that much in most areas due to the mesh construction and lighting.


Pixel techniques require more render targets and potentially more iterators, and at least one extra pass.  So, that's a lot of extra fill rate.

And, this technique easily works on any SM2.0 shader or older D3D9 hardware.

Cheers
« Last Edit: Feb 09, 12, 05:42:46 PM by HE-HERB »
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herb marselas
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Re: AO post
« Reply #3 on: Feb 09, 12, 04:42:59 PM »

Looking forward to trying it out :)
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HE-Cooper

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Re: AO post
« Reply #4 on: Feb 09, 12, 05:08:30 PM »

First lighting pass. Looks Hawt. I just keep throwing in old silly art, and Herb just keeps on adding graphical systems to make it look awesome. Bennett finished up the player character robot today, all tintable and grungy looking.

But here's the same scene as herb's with all the lighting and shadow passes. Shadows at 15 meters are super crisp, and this shot has them at 30 meters to cover the whole arena, so you can see those animated triangular flags get a little jagged, but is fantastic for that big of a shadow map.
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