Post-processing effects test (SSAO/HDR/Bloom)
#201
Posted 13 June 2012 - 01:05 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#202
Posted 13 June 2012 - 02:09 PM
k776, on 13 June 2012 - 04:41 AM, said:
I'll first clean up model mapping, then terrain mapping, then smooth LOS, then screen-space effects. I'll make each a separate patch, and hopefully some/all of them will make it into Alpha 11 (end of July?).
plumo and Wijitmaker, will something like this do?
http://imgur.com/a/8ezQj
#203
Posted 13 June 2012 - 02:22 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#204
Posted 13 June 2012 - 02:43 PM
Wijitmaker, on 13 June 2012 - 02:22 PM, said:
#205
Posted 13 June 2012 - 03:17 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#206
Posted 13 June 2012 - 03:34 PM
Wijitmaker, on 13 June 2012 - 03:17 PM, said:
#207
Posted 13 June 2012 - 06:54 PM
Wijitmaker, on 13 June 2012 - 03:17 PM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#208
Posted 14 June 2012 - 10:04 AM
Start writing that article, Jeru
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com
#209
Posted 14 June 2012 - 01:54 PM
plumo, on 14 June 2012 - 10:04 AM, said:
Start writing that article, Jeru
I agree, it's beautiful. (Link for my reference)
Could you help explain what we see in each frame, with minimum technical jargon? And explicitly define all jargon you use?
Aviv Sharon [ aka Jeru ]
Wildfire Games 0 A.D. PR & Social Media Contributor
Contact me:
E-mail & Google Talk: aviv dot sharon at gmail dot com
MSN: lc_jerusalem at hotmail dot com
Facebook, Twitter, LinkedIn
#210
Posted 14 June 2012 - 02:23 PM
Quote
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#211
Posted 14 June 2012 - 04:18 PM
Jeru, on 14 June 2012 - 01:54 PM, said:
The second image is from the unmodified game. The third image is the pure "ambient occlusion" texture, as it was rendered offline with raytracing in Blender. The first image is that texture blended with the model's usual lighting.
Ambient occlusion is basically a measure of how much each part of the model is illuminated by indirect sunlight. That is, parts that are harder for ambient sunlight to reach, such as the areas inside the arches, are made darker, and that makes the model look much more natural. Another way to think about it is, AO determines how much each bit of the model's surface is exposed to the sky (Google for more explanation).
At the beginning of this thread, I showed how AO can be approximated at runtime using SSAO ("Screen Space AO"), a post-processing effect applied after the scene is rendered. Unfortunately, SSAO is a very crude approximation that can introduce unwanted "haloing" around objects and is not very good for RTS games, where you want to show as much detail as possible. Ykkrosh then suggested to precompute the AO, though he wanted to approximate the AO textures at loading time instead of raytracing them in 3d software.
The problem with bringing either kind of precomputed lighting to 0ad was that the texture mapping created by the artists reused parts of the same textures on different models and on different parts of the same models. This is a good thing, as it allows us to have better quality textures, but we can't use the same texture coordinates to implement something that varies from surface to surface and from model to model, such as lighting. That required the introduction of some code to allow additional sets of texture coordinates in the model files, so we can have a texture wrapping where each individual surface has its own unique bit of texture space.
The textures we use to modify the model's lighting, such as the AO texture, are called lightmaps. The two patches above let us to use lightmaps by:
- allowing the engine to associate any number of textures with an object by putting them in the object's definition or by calling a function at runtime, and exposing them in the GLSL shaders
- allowing the engine to load any number of texture coordinate sets from the models, and exposing them in the GLSL shaders
So there you go. I hope all that made sense!
Edited by myconid, 14 June 2012 - 04:23 PM.
#212
Posted 14 June 2012 - 05:30 PM
#213
Posted 14 June 2012 - 08:27 PM
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#214
Posted 14 June 2012 - 09:17 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#215
Posted 14 June 2012 - 10:16 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#216
Posted 14 June 2012 - 10:32 PM
historic_bruno, on 14 June 2012 - 10:16 PM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#218
Posted 14 June 2012 - 11:01 PM
Mythos_Ruler, on 14 June 2012 - 10:32 PM, said:
Pureon, on 14 June 2012 - 10:48 PM, said:
Oh, I should mention that the png loading code doesn't like greyscale images, which would make that about 15k.
Edited by myconid, 14 June 2012 - 11:06 PM.
#219
Posted 15 June 2012 - 01:05 AM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#220
Posted 15 June 2012 - 01:33 AM

With baked texture:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users











