in.out.side
-
- OGRE Retired Team Member
- Posts: 1263
- Joined: Wed Sep 24, 2003 4:00 pm
- Location: Halifax, Nova Scotia, Canada
in.out.side
While doing some research on how to implement ambient occlusion in real time, I came across this site: http://www.nesnausk.org/inoutside/.
There is a very cool demo available for download on the site that should be checked out by anyone who has a graphics card that supports ps2.0 and above. Its only for windows platform and needs DX9c so the linux guys will have to watch the video along with those that don't have the gfx hardware. The video is good too but the real time demo is much better.
The demo makes good use of normal maps and the ambient occlusion technique and lots of shaders. ODE and Lua are used but no Ogre, its their own rendering engine.
Oh, and the story is good too .
There is a very cool demo available for download on the site that should be checked out by anyone who has a graphics card that supports ps2.0 and above. Its only for windows platform and needs DX9c so the linux guys will have to watch the video along with those that don't have the gfx hardware. The video is good too but the real time demo is much better.
The demo makes good use of normal maps and the ambient occlusion technique and lots of shaders. ODE and Lua are used but no Ogre, its their own rendering engine.
Oh, and the story is good too .
- DWORD
- OGRE Retired Moderator
- Posts: 1365
- Joined: Tue Sep 07, 2004 12:43 pm
- Location: Aalborg, Denmark
- Contact:
- spookyboo
- Silver Sponsor
- Posts: 1141
- Joined: Tue Jul 06, 2004 5:57 am
- x 151
- Contact:
- celic
- Gnome
- Posts: 363
- Joined: Wed Mar 23, 2005 11:05 am
- Location: Chisinau/Moldova
- Contact:
- monster
- OGRE Community Helper
- Posts: 1098
- Joined: Mon Sep 22, 2003 2:40 am
- Location: Melbourne, Australia
- Contact:
-
- Kobold
- Posts: 35
- Joined: Tue Apr 05, 2005 9:51 pm
With regard to realtime ambient occlusion look don't miss these:
http://download.nvidia.com/developer/GP ... 2_ch14.pdf
http://www.tml.hut.fi/~janne/aofields/
I am settling for precomputed ambient occlusion for now.
http://download.nvidia.com/developer/GP ... 2_ch14.pdf
http://www.tml.hut.fi/~janne/aofields/
I am settling for precomputed ambient occlusion for now.
- regress
- Halfling
- Posts: 78
- Joined: Sat Mar 26, 2005 8:39 pm
-
- Kobold
- Posts: 35
- Joined: Tue Apr 05, 2005 9:51 pm
-
- Gnoblar
- Posts: 3
- Joined: Fri Jun 10, 2005 5:43 pm
- Location: Kaunas, Lithuania
- Contact:
Gee, thanks for the positive comments! Some answers:
What license of our engine? MIT.
I just put up a minimalistic website of the engine: http://dingus.berlios.de (more content will follow).
Why not Ogre? I don't know. I'm doing "my own" stuff because a) it's fun, b) I've started it long ago, Ogre was also relatively new back then.
What AO tool - I've used normalmapper for the final AO computations; and a quickly hacked tool (using GPU) for "preview" AO computations (it didn't produce quality results, but on the other hand it was ~10 seconds vs. 3-4hrs). I plan to improve the tool and release it soon. It would compute UV unwrapping of the hires model and compute AO of than on the GPU; then feed that to modified NormalMapper and it recasts AO map onto low-poly model. Nothing rocket science; the GPU AO tool would abuse D3DX and the rest is modified normalmapper.
What license of our engine? MIT.
I just put up a minimalistic website of the engine: http://dingus.berlios.de (more content will follow).
Why not Ogre? I don't know. I'm doing "my own" stuff because a) it's fun, b) I've started it long ago, Ogre was also relatively new back then.
What AO tool - I've used normalmapper for the final AO computations; and a quickly hacked tool (using GPU) for "preview" AO computations (it didn't produce quality results, but on the other hand it was ~10 seconds vs. 3-4hrs). I plan to improve the tool and release it soon. It would compute UV unwrapping of the hires model and compute AO of than on the GPU; then feed that to modified NormalMapper and it recasts AO map onto low-poly model. Nothing rocket science; the GPU AO tool would abuse D3DX and the rest is modified normalmapper.
-
- Ogre Magi
- Posts: 1266
- Joined: Tue Aug 12, 2003 1:53 am
- Location: Melbourne, Australia
- x 1
- Contact:
awesome, just proves the art style is as important as the tech, which is also awesome
These art assets would be an ideal test to see how Ogre handles so many new gfx card features at once. Of course if we're allowed to use them But everythings in wackyland format so probably not
I wish someone would make a game that had an interesting concept like this demo... just that one character alone has more interesting potential than every single game description I've heard for the last few years (except Spore of course
These art assets would be an ideal test to see how Ogre handles so many new gfx card features at once. Of course if we're allowed to use them But everythings in wackyland format so probably not
I wish someone would make a game that had an interesting concept like this demo... just that one character alone has more interesting potential than every single game description I've heard for the last few years (except Spore of course
- B_Lizzard
- Kobold
- Posts: 28
- Joined: Thu Apr 28, 2005 7:58 pm
- Location: Greece
I had seen that a while ago and was considering telling you but I was afraid you would start nagging about the superiority of OGRE!
All I have to say is wow.That and OpenSceneGraph's Waters take the "Biggest Wowness Today" Prize.Last time was when I saw the freshnel demo.But really now, are normal maps good enough for games?Since in.out.side has a tops of 60 fps I couldn't really tell the diference between normal maps and no normal maps.Or is the performance hit too big?
Anyways, It seems that wilst modeling & Animation has been done in 3dsmax they say that Blender's UV (Maps?) were really helpful.I still bet Blender could have done better than 3dsmax though
All I have to say is wow.That and OpenSceneGraph's Waters take the "Biggest Wowness Today" Prize.Last time was when I saw the freshnel demo.But really now, are normal maps good enough for games?Since in.out.side has a tops of 60 fps I couldn't really tell the diference between normal maps and no normal maps.Or is the performance hit too big?
Anyways, It seems that wilst modeling & Animation has been done in 3dsmax they say that Blender's UV (Maps?) were really helpful.I still bet Blender could have done better than 3dsmax though