Added: 4 years ago
From: fallingcat
Views: 18,477
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  • he looks horny.

  • Is this the same type of Occlusion used in Halo: Reach?

  • Gotta love SSAO it's so simple yet looks so great

  • what creature it that????

  • if im right this just uses the zbuffer texture, for each pixel, checks the differences in z for the pixels surrounding it in and adjusts said pixels darkness based on how far "back" this pixel is compared to its neighboors (a large difference being darker?) but has a falloff curve so that the effect wont apply on things with too large a difference (foreground pixels against background pixels?) anyone care to clear things up?

  • @QuaziGNRLNose Basically, what u have said is roughly the  first-gen SSAO algorithm's idea. However, that is already out-dated. Much more sophisticated methods have already been published.

  • POWERFULL

  • Is this the 3d unsharp masking method?

  • You see how there's a black aura around the claws when they're over his body? Needs z-test.

  • Apparently there is a z test, but the drop-off is too high.

  • wow.. what's the polycount...and how much render time did you spend on this amb occlusion?

  • SSAO = realtime, not render time.

  • I know..but you need to bake the texture! and I was asking how much time did it spend..

  • Since when do you need to bake the texture for SSAO? AO is calculated using a depth buffer, I don't think anything needs to be baked.

  • yeah..I never thought game engines could calculate an aproximate AO so beautifully...in terms of cg..I am always a year or two behind..

  • How difficult is the original modeling of a character with that much detail?

    What program did you model/design in?

    (Yes, I'm a novice at best. I just downloaded Blender and made my first snowman today XD)

    What are some good ways to get started 3D modeling?

    Is there something out there with the intuitiveness of, say, Google Sketchup, but detail and features more comparable to professional software?

  • I Like the character shown here very much. The proportions are hulking and aggressive without being ridiculous. The spikes/studs along the back and shoulders are nice touch as well.

  • Great demo, Could you give me a link were this technique is described?

  • I am also excited about this technique. I want to implement it in my own engine. The visuals look nice but I question the realism of it all. Given how the method works, and object that is not visible cannot cast shadows on screen. It makes me very skeptical for some situations. I have to say this would look awesome in GOW2 though.

  • Dewd that shadows look like they're kinda bleeding over.

  • That's because it's just screen-space AO.

  • Well, yeah. I wonder if there's a way to fix that.

  • nice to see a video example of this. i had been thinking about a similar effect a week ago and then heard about Crytek's usage of it.

    looks nice, even if some issues are visible with shadows going too far in some situations, though there's only so much you can do in screenspace :)

    julz

  • No way that's real time... is it?

  • Yes, it's real-time. But there is a problem with the recording program so the fps down when the mouse move.

  • Of course it is! Crysis is using a similar approach. This is really exciting!

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