Abstract | ||
---|---|---|
Prototype 2 is an open-world action game that gives the player superhuman abilities to move anywhere in the world - including the ability to run at speed up the side of a building, leap off the rooftop, and glide across the city. This freedom presented a variety of technical challenges, such as the question of how to get indirect lighting for both static and dynamic parts of a world where verticality and space plays such an important role. We discuss our solution - a novel pseudo-volumetric light baking process which packs vertical slices of the world into different mipmaps of a lightmap - and how it integrates with the art authoring pipeline and the rest of the rendering engine. |
Year | DOI | Venue |
---|---|---|
2012 | 10.1145/2343045.2343091 | SIGGRAPH 2009: Talks |
Keywords | Field | DocType |
new york zero,dynamic part,indirect lighting,important role,technical challenge,open-world action game,player superhuman ability,rendering engine,different mipmaps,open world,vertical slice,novel pseudo-volumetric light,computational photography | Computer vision,Computer graphics (images),Open world,Panorama,Computer science,Computational photography,Lightmap,Artificial intelligence,Rendering (computer graphics),Speedup | Conference |
Citations | PageRank | References |
0 | 0.34 | 0 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Keith O'Conor | 1 | 100 | 7.54 |
Josh Blommestein | 2 | 0 | 0.34 |