Pericolos0 Posted November 16, 2007 Report Posted November 16, 2007 This is an interesting read, I think it's probably one of the most impressive developments in realtime graphics at the moment. I've seen it in action and it looks great. I think crysis uses it aswel, eventhough a more complex and more expensive implementation of it. http://www.shalinor.com/code.html Another step closer to pure realtime lighting that actually looks good . Soon lightmap compiling is a thing of the past. Quote
clayman Posted November 16, 2007 Report Posted November 16, 2007 yeah its cool get back to EOT!! Quote
Zacker Posted November 16, 2007 Report Posted November 16, 2007 Yep, SSAO is also what Crysis uses and it is indeed a neat method. Quote
Minos Posted November 16, 2007 Report Posted November 16, 2007 Neat. I kinda like baking occlusions to my textures though Quote
clayman Posted November 16, 2007 Report Posted November 16, 2007 it feels like more and more is beeing dumped into the posteffects.. Quote
dissonance Posted November 16, 2007 Report Posted November 16, 2007 it feels like more and more is beeing dumped into the posteffects..Yeah, it does. Polycount has really fallen by the side of the road. Quote
zaphod Posted November 16, 2007 Report Posted November 16, 2007 awesome, I went to submit this to devbump, and it was already submitted! hooray! I wish they would have posted a demo as well. Quote
clayman Posted November 16, 2007 Report Posted November 16, 2007 http://qutemol.sourceforge.net/ Quote
Sindwiller Posted November 16, 2007 Report Posted November 16, 2007 http://qutemol.sourceforge.net/ Hehehe... interesting EDIT: Another pretty interesting project: http://nvision.sourceforge.net/ Quote
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