They just published the paper.
Advanced Real-Time Rendering in 3D Graphics and Games Course: Finding
next gen - CryEngine 2
In this chapter we do not present one specific algorithm; instead we
try to describe the approaches the German company named Crytek took to
find certain rendering algorithms that work well together. We believe
this information is valuable for anyone that wants to implement
similar rendering algorithms because often the implementation
challenges arise when combining with other algorithms. We will also
describe briefly the path to it as that covers alternative approaches
you also might want to consider. This is not a complete description of
everything that was done on the rendering side because for this
chapter we picked certain areas that are of interest specifically for
this audience and limited ourselves to a presentable extend.
The work presented here takes significant advantage of research done
by the graphics community in recent years and combines it with novel
ideas developed within Crytek to realize implementations that
efficiently map onto graphics hardware.
On 8/31/07, Willem H. de Boer <willem@...> wrote:
> The first paper you quote is a method for real-time AO, not GI.
> Alternative approaches to real-time AO (or more generally
> real-time/interactive visibility approximation) are
> Kontkanen J., Laine S., "Ambient Occlusion Fields", 2005
> Zhou et al., "Precomputed Shadow Fields for Dynamic Scenes", SIGGRAPH
> 05, pg. 1196.
> Malmer M., et al., "Fast Precomputed Ambient Occlusion for Proximity
> Shadows", jgt, 2007.
> Kontkanen J., Aila T., "Ambient Occlusion for Animated Characters",
> Eurographics Symposium on Rendering, 2006.
> Kirk A., Arikan O., "Real-Time Ambient Occlusion for Dynamic Character
> Skins", 2007.
> The last two are specific to character AO.
> ----- Original Message -----
> From: "Megan Fox" <shalinor@...>
> To: "Game Development Algorithms" <gdalgorithms-list@...>
> Sent: Wednesday, August 29, 2007 2:11 PM
> Subject: Re: [Algorithms] image-space ambient occlusion
> > The two primary algorithms I've worked with for GI are:
> > "Hardware Accelerated Ambient Occlusion Techniques on GPUs" (Shanmugam /
> > Arikan)
> > and
> > "Fast Approximations for Global Illumination on Dynamic Scenes" (Evans)
> > (incidentally, if anyone knows of alternative approaches, I'm all ears)
> > The former sounds like what you're describing, though they define
> > their algorithm as it applies to deferred shading, and there's no
> > reason why you couldn't keep the necessary data around even if you're
> > not doing deferred. In practice, it just means a higher overhead for
> > the algorithm - it would certainly be more efficient if you were
> > already using that G-Buffer for something, but it isn't required.
> > For reference, the former appears to be a viable approach to
> > high-frequency / fine GI, and potentially viable for lower-frequency
> > gross shadowing with some modification (they actually propose a
> > secondary algorithm for gross GI in that paper, but it depends on a
> > certain amount of extra data added to the scene). The latter can
> > create incredible results, but the basic algorithm is only suited for
> > planar / 2D cases - it would need significant work to be brought
> > properly into the 3D realm (but if you did, it can do nice / rough
> > gross shadowing as well as fine).
> >> Does anyone know if its possible to do this without a normal buffer?
> >> Cheers, Paul.
> > --
> > Megan Fox
> > Idyllon, LLC
> > http://www.shalinor.com/
> > http://www.idyllon.com/
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