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"A hunch"

3 Comments -

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Blogger MrPapillon said...

If we take ambient occlusion, the two main solutions available are really not detailed enough :
- SSAO: really bad ambient occlusion solution, most of the time wrong everywhere.
- baked textures: only very low frequencies.

I am not a graphics programmer, but only on that point, I think there are major issues on current renderers.

September 27, 2012 at 5:04 AM

Anonymous chris said...

for years I have been asking our render programmers to make a test scene to compare our real time renderer to unbiased renderers. would you help me do that? A standard render test scene would help the industry imo . In film they have these to compare different renderers. at my last studio it was a bunch of slanted mirrors, point lights, spheres, etc.

September 29, 2012 at 1:56 AM

Blogger DEADC0DE said...

MrPapillon, I never said the current solutions are great, I just said that I don't think the errors in the visibility are the main problem. Btw, the SSAO can be pretty good.

Chris: That's a good idea, but you should do it for your own renderer, realtime renderers are very different and games are very different in their requirements, a standard test scene for everyone I fear won't really work. We're not there yet

October 2, 2012 at 11:43 AM

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