Lighting & Simplifying Saints Row: The Third
Latest iteration of inferred lighting
first pass - low -res MRT geometry pass 800x450 on consoles
DSF ID??
second pass - Low-res lighting pass
final pass full-res material pass 1280x720, 2xMSAA
features: lots of fully dynamic light
-integrate alpha
-support MSAA hardware
new
- Lit rain
normals: choose a good normal for rain is difficult:
- foliage
- assumes low scene resolution
- save 2ms
- dynamic decals
- slow at creation , quick render
- collect detal mesh
screen space decal
- volumetric decals applied in screen space
-Radial ambient occlusion(RAO)
- collect detal mesh
screen space decal
- volumetric decals applied in screen space
-Radial ambient occlusion(RAO)
Automation LOD pipeline
- mostly artist authored
now
- imp. own mesh simplifier
- not in DCC application
Mesh simplification
-Using Quadric matrix, Q can represent an set of planes
- singular quadrics, can't a;ways invert Q
-preserve texture gradient
- preserving BOX
suppeyment LOD
- bake each streamable zone into first stage.
- replace with vertex coloring
simplifier paint weight by artist
- no artist determine, supplement LOD, terrain...
now
- imp. own mesh simplifier
- not in DCC application
Mesh simplification
-Using Quadric matrix, Q can represent an set of planes
- singular quadrics, can't a;ways invert Q
-preserve texture gradient
- preserving BOX
- bake each streamable zone into first stage.
- replace with vertex coloring
simplifier paint weight by artist
- no artist determine, supplement LOD, terrain...
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