Okay What If....

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Joined: 22 Oct 2015, 04:14

Okay What If....

If this was done on the special edition would it be any better for memory issues?
From what I know my idea would only take a bit of memory, though to be honest I don't know how the creation well enough to be for sure with this.
I would still like to explain my idea, though I know it may not help much it still could lead to another better idea.

(Very first idea which is processor intensive and still is probably good to look at)

My idea was to get (from the engine, or file of the game) the lod for the said object (not including dynamic objects)
and use the objects position(origin) for a length from other objects around the player, near by the screen, or behind the camera a ways.
Then find the sun and other near by light sources.

Now for this example I will be using two trees, tree a which is on screen and tree b which is off screen.

With the now known lod texture for the tree B, you can then project a texture (black and white (Ao),or with low res color) on to tree A.
of course I still need a direction which the lod texture is applied from.
I get that from Tree B the one I'm casting the texture from and the Tree A which I am painting on to.
So I add Tree's A origin and Tree's B origin and then normalize the sum and get the basic direction paint direction.
This paint is done for each pixel sadly making it even more costly, if doing a length check for near by off screen object wasn't.
scale the textures lightness based on the length from the light and length from Tree A to Tree B
and length from the other object it is bouncing off of.
Lastly do phong and basic diffuse. (for static objects this does not have to be updated per-frame)

p.s. the "lod texture" can be swapped out for a basic sphere.
This sphere will still needs to be colored for each object in the game but for AO can be used not in this way.

(probably another costly idea x2 again still probably good to look at)

So this will just go over ao, you can still get the same lod textures for hq stuff...
okay so I take a theta of the cameras 0,0 pixel and it's current viewing direction.
Then take the off screen object theta and the viewing direction and see the difference (subtract, add, or something to compare the difference).
After that, based off the difference apply some darkening shading (maybe like a phong) towards the on screen object.
(here is where you would apply the lod texture to make the phong a certain shape, or color, or even project the texture for better AO, or even GI though costly.
You could also do per-vertex shading for the ao, or the GI again which is much less costly than a projection.)
The darkness is based off of the theta difference and the off screen object length from the camera and other objects lengths that I'm am rendering.
The further away and object is I'm rendering, then the less the shading is on that object.
Then apply the lighting shadows and shading for the final image.
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