jjp wrote:I just wonder how this looks like when the camera is moving around. Because obviously you only get occlusion from things that are visible on the screen.
If Crysis is using it, the results have to be pretty decent.
This is so cool! My heart rate actually sped up when I read this Shocked . One of those ideas that seem so obvious once you hear it - those are always the best ones.
Shouldn't be too hard to implement, no?
Me too. If it works as well as I hope, this is THE solution I've been waiting for for large outdoor games where there is a dynamic moving sun.
It doesn't have anything directly to do with casting shadows from a sun, of course, but my problem is that I've been banging my head on how to implement a combination of ambient occlusion + dynamic shadows on a large scene. For example, if I had to baked ambient occlusion textures for all stuff outside it was going to be a nightmare, but if this is just a post process and it works quickly - wow. It's right up there with the invention of parallax mapping as a cool technology.
That's assuming that someone can get it working, and running fast.
There's another paper out there that implements something similar here:
I saw this one quite a while back but the speed was far too slow for real games (15 to 30 fps on an 8800 GTX). However, the Crysis guys got it working, and that GameDev.net has some other developers playing with the technique and getting between 30 and 150 fps.
How easy will it be to implement? It depends if someone releases some source code