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#61 24-07-2006 15:12:46

RIK
Jelly Squid
Registered: 14-07-2006
Posts: 1663

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

exactly tomservo now we know they are using dynamic ambient occlusion with indirect lightning!
great smile

Last edited by RIK (24-07-2006 15:13:25)

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#62 24-07-2006 15:24:35

PE2
Boring Administrator
From: Canada/Suomi
Registered: 26-03-2006
Posts: 6521

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

Wasn't this stated before though? The fact that Crysis has this technology? Or was the word "dynamic" not included the previous time, since that does indeed make a large difference.


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#63 24-07-2006 15:54:10

RIK
Jelly Squid
Registered: 14-07-2006
Posts: 1663

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

No,it was called " real-time ambient maps"! but"we" ,i don't know if  you guys discussed this ,too! In the the gdc demo,you can see the indirect lightning on the ceiling of the ship, for example!I think Crytek uses a similar algorithm like the dynamic ambient occlusion with indirect lightning,or they just called it real-time ambient maps,!I don't know!Fact is,they are using  indirect lightning!we are on the right path to global illumination! smile

Edit: @  PE2 i like your signature smile

Last edited by RIK (24-07-2006 16:18:00)

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#64 24-07-2006 17:10:33

djTomServo
CryToddler
Registered: 13-06-2006
Posts: 17

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

RIK wrote:

I think Crytek uses a similar algorithm like the dynamic ambient occlusion with indirect lightning

I can't imagine they're doing BOTH in realtime, that's just crazy.  Dynamic AO by itself, especially if it's full scene is enough to make a filmstrip on any machine.  I mean think about the kind of math you're doing, even if its just assuming one ray per element and one dynamic light with no attenuation.  I still think it's some sort of SH solution like LDPRT or something along those lines.

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#65 24-07-2006 17:31:44

RIK
Jelly Squid
Registered: 14-07-2006
Posts: 1663

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

yes you are right,that was my second idea,that the radiance transfer uses sperical harmonics gradients to reduce all the relevant datas to a minimum like the fouriertransformation and bla bla bla ...crazy math stuff*g*!I mean  otherwise it will take too much time to render all this it in real-time!

in any case we will need an absolutely high end pc unfortunately,because no one want to play this game without all this features!

Last edited by RIK (24-07-2006 17:44:43)

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#66 28-07-2006 03:00:28

Kizza
Administrator
From: Australia
Registered: 06-02-2006
Posts: 4798

Re: 3 Hot Scans from Computer Gaming World (56k Warning)

I'm sure this would all sound very interesting if I understood it. Do you two have any links to info about the type of "fake GI" techniques you're talking about?

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