Imposters  |
| Posted by David Rosen on Mon, 04 Oct 2010 03:17:00 EDT in
Programming
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| Performance gains can be achieved by using texture atlases and instancing, but it won't be enough for dense environments like forests and jungles. For these, imposters are needed! |
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Image-Based Ambient Lighting |
| Posted by David Rosen on Tue, 20 Apr 2010 05:29:00 EDT in
Programming
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| While ambient lighting has historically been represented by a uniform grey light that fills the entire scene, image-based ambient lighting provides a more intuitive and more efficient way to achieve higher quality results. |
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Using Texture Atlases |
| Posted by David Rosen on Fri, 26 Mar 2010 09:30:00 EDT in
Programming
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| So a texture is an image that is wrapped around a 3D model to add apparent detail -- but what's a texture atlas? |
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Two-Part Shadow Maps |
| Posted by David Rosen on Wed, 17 Mar 2010 05:56:00 EDT in
Programming
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| The shadow maps we use in Overgrowth are unusual in that they contain two parts: direct shadows and ambient occlusion. These correspond to the two light sources in outdoor scenes, the sun and the sky. |
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Gamma-Correct Lighting  |
| Posted by David Rosen on Thu, 04 Feb 2010 11:52:00 EST in
Programming
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| The lighting equations used for computer graphics are all based on physics, and thus assume that brightness 1.0 emits twice as many photons as brightness 0.5. However, on a computer screen, this assumption is not perceptually correct. |
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Organic Indie Preorder Pack Postmortem  |
| Posted by David Rosen on Thu, 28 Jan 2010 03:49:00 EST in
Production
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| A full debrief on the success of the preorder bundle for Overgrowth and Natural Selection 2. |
| Read More... | 1 Comments |