Game Development Community

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?
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#41
02/29/2008 (1:09 pm)
If I recall, Crytek uses a deferred render scheme, so they lay down a z pass anyway for that. Which means essentially thier SSAO is a relative freebie (as Tom says, its basically just sampling that z pass buffer and blending it with screen pixel).
#42
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
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.
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