Forgotten Lands, Real-Time Ambient Occlusion, and Motion Blur!
by Matt Vitelli · 08/14/2007 (4:05 am) · 10 comments
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.
#2
Are you planning on sharing any of this to the community?
And hows my planetary Atmospheric shader going? :-P
08/14/2007 (7:30 am)
I like the Radial Motion Blur... Are you planning on sharing any of this to the community?
And hows my planetary Atmospheric shader going? :-P
#3
@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.
08/14/2007 (8:05 am)
@Matt: That's some really cool stuff you've got going there, keep up the good work!@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.
#4
08/14/2007 (9:58 am)
Matt/Alex, that dynamic ambient occlusion doesnt look very much like ambient occlusion. Are you sure thats not something else?
#5
08/14/2007 (11:04 am)
Quote:I was thinking the same thing. Looks more like ambient radiosity.
that dynamic ambient occlusion doesnt look very much like ambient occlusion
#6
08/14/2007 (12:35 pm)
I went to look at what Dynamic Ambient Occlusion is after reading this too, because I was confused. He's probably still busy with it as he said "in the works".
#7
James, I'll email you with more details on that atmosphere shader.
08/14/2007 (1:37 pm)
Phil, it's still very much a work in progress. I haven't done many of the things that would increase it visually such as sampling an environment map for indirect illumination and bending normals towards the major light sources. Basically what I've shown here is the work in progress of dynamically rendering ambient maps. There still is a lot of work to be done, but this algorithm requires no complex ray tracing and works in real-time.James, I'll email you with more details on that atmosphere shader.
#8
08/15/2007 (6:02 am)
So your passing it thru to a full screen shader like the night vision resource?
#9
08/15/2007 (6:05 am)
The radial blur, yes.
#10
01/18/2008 (5:55 pm)
Did you ever get the motion blur to work Matt?
Torque Owner Aun Taraseina
Aun.