Baked ambient occlusion
by Phil Carlisle · in Torque Game Engine Advanced · 04/15/2007 (2:38 am) · 43 replies
So, I'm thinking that I'll bake some ambient occlusion into a few test objects, see exactly what I can get out of TGEA in terms of high-end stuff.
So question is, how to support AO maps properly?
Do they need seperate UV maps?
If so, how does one support multiple UV sets?
Anyone tried?
So question is, how to support AO maps properly?
Do they need seperate UV maps?
If so, how does one support multiple UV sets?
Anyone tried?
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#42
The SIGGRAPH 2007 chapter, Finding Next Gen - CryEngine 2, gives a good overview of many of the Crysis rendering techniques and decisions behind them... including SSAO.
02/29/2008 (1:19 pm)
@Phil - They don't use true deferred rendering. They do a zpass pass, but don't store diffuse, normals, or material info per-pixel. They consider this a hybrid technique that adopts some deferred techniques without the overheads.The SIGGRAPH 2007 chapter, Finding Next Gen - CryEngine 2, gives a good overview of many of the Crysis rendering techniques and decisions behind them... including SSAO.
#43
But anyhoo, it sounded like a bit of a mare to manage. Performance on Crysis isnt that hot either, but its doing a lot.
Sad that the sales are so low though.
02/29/2008 (4:43 pm)
Ah, I thought that was the purpose of deferred shading, to lay down the depth pass seperately so you then have less pixel shader overhead for overdrawn pixels (i.e. its basically a depth based pixel culling mechanism).But anyhoo, it sounded like a bit of a mare to manage. Performance on Crysis isnt that hot either, but its doing a lot.
Sad that the sales are so low though.
Torque 3D Owner Phil Carlisle