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Forgotten Lands, Real-Time Ambient Occlusion, and Motion Blur!
Forgotten Lands, Real-Time Ambient Occlusion, and Motion Blur!
| Name: | Matt Vitelli | |
|---|---|---|
| Date Posted: | Aug 14, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Matt Vitelli |
Blog post
Have I helped you? Feel free to nominate me for an associates membership. :)
Progress is going steady on Illumina and there are some really amazing things in development that I'm really proud of.
Illumina is perhaps the best looking game running on TGEA as of current. But more info will be released on that in the coming weeks.
Visual Features
Dynamic Ambient Occlusion
Ambient Occlusion is one of the big features in the works. This technique is available to anyone using a shader model 2.0 card. With a new algorithm developed by yours truely, ambient maps can be calculated on the fly without any noticeable performance loss.


Radial Motion Blur
Also used in Illumina, this technique works well for cinematic elements.


Relief Mapping on Shader Model 2.0
This was mostly an experiment to see if it could be done, and indeed it can. You lose quite a bit of smoothness because you have to reduce the amount of samplers being applied. I posted the source code here.

I believe that sums up this week's plan. Feel free to drop me a line if you have any questions or comments.
Progress is going steady on Illumina and there are some really amazing things in development that I'm really proud of.
Illumina is perhaps the best looking game running on TGEA as of current. But more info will be released on that in the coming weeks.
Visual Features
Dynamic Ambient Occlusion
Ambient Occlusion is one of the big features in the works. This technique is available to anyone using a shader model 2.0 card. With a new algorithm developed by yours truely, ambient maps can be calculated on the fly without any noticeable performance loss.


Radial Motion Blur
Also used in Illumina, this technique works well for cinematic elements.


Relief Mapping on Shader Model 2.0
This was mostly an experiment to see if it could be done, and indeed it can. You lose quite a bit of smoothness because you have to reduce the amount of samplers being applied. I posted the source code here.

I believe that sums up this week's plan. Feel free to drop me a line if you have any questions or comments.
Recent Blog Posts
| List: | 11/10/08 - TGEA Advanced Shaders (Image Heavy) 07/29/08 - Shaders Galore! Texture-Space Diffusion, God Rays, and Light Extrusion Mapping! 05/15/08 - Day and Night System 09/27/07 - Illumina Screenshots! 08/14/07 - Forgotten Lands, Real-Time Ambient Occlusion, and Motion Blur! 08/03/07 - Illumina, Forgotten Lands, and Shaders!(Screenshot heavy) 11/08/06 - Various Tools and Projects (Screenshot Heavy) 09/16/06 - The Past Year |
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Submit your own resources!| Aun Taraseina (Aug 14, 2007 at 07:18 GMT) |
Aun.

| James Laker (BurNinG) (Aug 14, 2007 at 07:30 GMT) |
Are you planning on sharing any of this to the community?
And hows my planetary Atmospheric shader going? :-P
| Alex Scarborough (Aug 14, 2007 at 08:05 GMT) |
@Aun: Not an awful lot. There's an Associates only forum, that's about it. If GG needs work done, they'll usually approach associates first. Being an associate is primarily just an acknowledgment that you're a helpful guy and/or have done neat stuff which helped the community.
| Phil Carlisle (Aug 14, 2007 at 09:58 GMT) |
Edited on Aug 14, 2007 09:58 GMT
| Tim Heldna (Aug 14, 2007 at 11:04 GMT) |
Quote:
that dynamic ambient occlusion doesnt look very much like ambient occlusion
I was thinking the same thing. Looks more like ambient radiosity.
| James Laker (BurNinG) (Aug 14, 2007 at 12:35 GMT) |
| Matt Vitelli (Aug 14, 2007 at 13:37 GMT) |
James, I'll email you with more details on that atmosphere shader.
| Vashner (Aug 15, 2007 at 06:02 GMT) |
| Matt Vitelli (Aug 15, 2007 at 06:05 GMT) |
| Adam Beer (Jan 18, 2008 at 17:55 GMT) |
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