gimymblert
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« Reply #460 on: October 15, 2018, 11:48:10 AM » |
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My first intuition to make it real time is to use a random distribution of point that is even in frequency (blue noise) but also value, and just threshold the value based on lightness.
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gimymblert
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« Reply #462 on: October 19, 2018, 12:06:52 PM » |
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ProgramGamer
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« Reply #463 on: October 19, 2018, 03:11:33 PM » |
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Neato
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gimymblert
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« Reply #466 on: November 07, 2018, 07:08:05 PM » |
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Global Illumination in Godot Engine @ Gamelab BCN 2018
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gimymblert
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« Reply #470 on: November 22, 2018, 08:25:24 AM » |
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GCAP 2018: Optimising Graphics for Mobile Devices in Unity
GCAP 2018: Procedural Generation by Automating Blender
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JobLeonard
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« Reply #475 on: November 29, 2018, 03:32:31 AM » |
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For the same reason, the following discussion is not the most scientific nor at all thorough. ... they wrote before proceeding to do thorough data gathering and plotting it in a clear, direct matter that really shows the point. Awesome article
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gimymblert
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« Reply #476 on: November 29, 2018, 01:26:14 PM » |
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Ambient occlusion, from my own understanding, was always an artistic effect to be an approximation of GI using direct local information to reproduce something artist did to make shape defined. It's teh same way why fill light exist. I don't think it's meant to be a realistic effect. In fact it used to be call dust pass in CG, and was assimilated to "dust" (and other stuff) accumulating in corner. Ane the phenomenon that is more contributing here is bevelling in the real photo.
That meaning was certainly lost when the technique got super popularized with screen space technique. But a lot of paper do indicate it's not realistic, mostly the primary sources.
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JobLeonard
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« Reply #477 on: November 29, 2018, 01:38:34 PM » |
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The brief HN discussion on the topic from 2015 had some insightful comments: https://news.ycombinator.com/item?id=10105437Having more of the history of SSAO, and measuring some rendered images in the same way, would help this article..
Several corrections here:
1) Historically, SSAO was never intended solve wall corners. That was already being done with baked textures, in games like Doom and Quake. It was first used in CryEngine to show deep crevices in fabric folds, and plants. Objects that capture light.
2) The examples of 'ugly' artifacts are just that, incorrect implementations. There should be no halo or shadow around objects, which is caused by not implementing a smart-blur, which is required for SSAO.
3) Even in scenes containing walls, SSAO is often better because - other than baked lighting - the alternative was just straight Phong illumination, which gives essentially a straight line profile using the technique the author describes. Analyze corners for regular Phong and SSAO in the same way, and you'll find Phong is the worse of them. For example, regarding the images where the author says "And sure enough, the darkening is way less prominent here than I think it is visually.." What is not realized is that, with basic phong rendering, those gradual curves >would be flat lines< since the surface normals are constant. So yes, the effect is quite subtle, but we are still seeing a profile curve which has a 'curve' to it, and we notice (feel/see) that.
4) SSAO is now replaced by HBAO, and even further by VXGI (Voxel cone tracing) and other GI methods that truly solve wall corners in the correct way. Most of what the author is measuring here is multi-bounce lighting, which is correctly simulated by these new techniques.
Each method has its particular uses, and SSAO fits into that history for specific needs.
(Full disclosure: I work for NVIDIA, but the thoughts expressed here are my own.)
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gimymblert
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« Reply #478 on: December 01, 2018, 11:51:01 PM » |
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« Last Edit: December 02, 2018, 12:13:46 AM by gimymblert »
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gimymblert
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« Reply #479 on: December 12, 2018, 11:23:01 AM » |
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Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile - Unite LA
Capturing real-world materials for real-time development - Unite LA | AutoTech Summit
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