jueves, 21 de febrero de 2008

Realtime irradiance



...and (almost) free! :)

Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too).

This is the realtime radiance calculation:


albedo:


Ambient occlusion + irradiance + shadows = Global ilumination?? :)

miércoles, 20 de febrero de 2008

SSAO Revolutions

More ambient occlusion screenshots, now with materials and textures.






ains

lunes, 18 de febrero de 2008

SSAO Reloaded




The lastest bugs were catched... so... there are new screenshots of chelvis SSAO :D
I think it looks-like better, no?

[Also, notice the higher frame rate after minor optimizations]

SSAO (Screen Space Ambient Occlusion)


This weekend I'd been trying to implement ssao in my engine by giving the excelent tutorial of Iñigo Quilez and reading the gamedev forum. At now the effect has some glitches (maybe some projection bug), but for the moment I feel happy with results.

Happy coding :D

martes, 4 de diciembre de 2007

lunes, 12 de noviembre de 2007

I need a hero...

The amazing Italian spiderman :)



ains

viernes, 17 de agosto de 2007

New job


Too many days without any new post :S
The reason is that since 1st August I began to work in a new job in Madrid.
The company is Indra, and all is awesome, 1000 person in the building, food tickets, plenty of coffe-machines, nice fellow workers, with pretty girls also (don't kick-me, Rachel :>), and very interesting project (but top secret, of course).

I can't remember how many companies I've worked for (I think it could be more than 7), but I hope that this company will be the last. I've become so tired of having changed my employer and city so many times. :S

ains.

Thanks for translation David!