Blog 3
This week in
INFR2350, we covered global illumination and shadow mapping in our lectures,
and color manipulation in tutorials.
Global
illumination is a more advanced lighting technique that takes into account the
addition of reflected rays. It tries to simulate real-world lighting of having
rays of light bounce off surfaces indefinitely. This of course comes with the
cost of speed. While there are many varieties of techniques, such as radiosity
and ray tracing, screen space ambient occlusion or SSAO is the most suitable
for games. (at least until hardware improves further). SSAO is implemented in
the pixel shader using the depth buffer to sample the rendered texture(first
pass) of the screen. Using the surrounding pixels of a given point, occlusion
is computed. Essentially, soft shadows are added to up the realism of the game.
Notice how the objects on the table are almost popping out of the image, almost like they are not actually on the table. |
In this second image, with ambient occlusion, the objects blend in with the shadows and feel consistent as part of the scene. |
Development Progress
Speaking of which, In animation and production we are to prototype a cutscene rendered in Maya and edited with Adobe Premier. This brings in to the question of how to implement this cut scene into our game. Browsing through the annals of the internet, the methods differ by either having the scene scripted in game and playing it in real time(quite challenging and redundant), or playback a prerendered video. I am opting for the latter, though we would need to delve deep into Maya.This limits the option of integrating video playback with OpenGl/SFML, or an external library. Another perhaps more interesting option would be to playback the cutscene as a sequence of images on a texture.
Development for our game is advancing along bit by bit. The conversion to modern OpenGl is progressing; the primary concerns of VBOs and shaders are integrated and ready for use. Transitioning away from old OpenGL perspective and transformations is another matter however… It requires overhauling our previous camera system and math libraries.
Hogue, A.
(2014, February 3). Global Illumination [PowerPoint slides].
Retrieved from UOIT College
Blackboard site: https://uoit.blackboard.com/
SGHi. (2011).
Skyrim - NVIDIA Ambient Occlusion [Screenshot]. Retrieved from
http://www.nexusmods.com/skyrim/mods/31/?
Shastry, A, S.
(2005). Soft edge shadow comparison [Screenshot]. Retrieved from
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/soft-edged-shadows-r2193
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