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Ambient occlusion

By David on November 25th, 2008

Direct light and shadows from the sun are only half of the lighting system in Overgrowth. The other half is indirect light from the rest of the sky. To make the indirect light look realistic, we also have to calculate indirect light shadows! I thought this looked cool, so here is a screenshot of the indirect shadows on the desert terrain, with drastically increased contrast.

Here is what the terrain looks like with the combined sun lighting and ambient shadows!

8 Responses to “Ambient occlusion” rss trackback
  1. Nuky - November 25th, 2008 at 3:02 pm

    Rawr.

  2. Mike_Cuzins - November 25th, 2008 at 6:54 pm

    is it just me or is the sand in that texture really big?
    or is this a LOD/Distance thing

  3. Hazel-roo - November 26th, 2008 at 12:54 am

    Why does it seem like your graphics are always perfect looking… and on my alpha 2 they look like checkered and semi-transparent?

  4. Jeff - November 26th, 2008 at 4:20 am

    Sounds like a bug! Let’s figure it out in SPF.

  5. Bigwig - November 26th, 2008 at 3:22 pm

    Woah

  6. NovaNoah - November 26th, 2008 at 4:45 pm

    Rawr.

  7. Wolfieisgod765 - November 29th, 2008 at 9:44 pm

    Hopefully my Macbook will we able to run this, it looks awesome!

  8. The Reticule » Blog Archive » Overgrowth - December 2nd, 2008 at 10:41 am

    [...] from direct sunlight (link), the engine now also accounts for ambient lighting and occlusion (link). Combined these effects have resulted in surprisingly realistic [...]

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