Author Topic: Real time dynamic ambient occlusion (NO shaders)  (Read 12168 times)

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Offline taj

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Re: Real time dynamic ambient occlusion (NO shaders)
« Reply #20 on: July 18, 2007 »
Someone should pay this guy for posting so much valuable sources and information.

:-)
 Use and abuse as fit Benny.

Dont give up on OGL lights, I know iq from rgba has a few tricks with ogl lights to avoid shaders.
I reckon metaballs can be done with lights and other effects.
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Offline Rbz

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Re: Real time dynamic ambient occlusion (NO shaders)
« Reply #21 on: July 19, 2007 »
@chris: Can you use this algorithm for more detailed 3D object (like 3d Marylin Monroe in a 4k  :P), or  only for spheres ?
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Offline taj

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Re: Real time dynamic ambient occlusion (NO shaders)
« Reply #22 on: July 21, 2007 »
@chris: Can you use this algorithm for more detailed 3D object (like 3d Marylin Monroe in a 4k  :P), or  only for spheres ?

Well yes and no. The spheres can ambiently occlude any geometry - even Marylin :-) lol. The technique wont work for Marylin occluding herself-which will look very odd indeed. However, going back to the older swept surface code and tutorial I posted here. I think that could be extended to calculate an approximate ambient occlusion for say, chess pieces, and these combined with the balls.

Chris
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