Realtime morphing

Project diary for a realtime morphing demonstration. We are two skilled students at gsCept university creating an advanced real time morphing simulation. This is our diary about it.

Wednesday, February 09, 2005

Half life 2 shading implemented :)

Just added support for a skybox and it really lifts the overall feeling compared to a black background :)
Also implement "indirect lightning" ala Half Life 2 so i get rid of the ugliness that comes with normal ambient lightning.
The reason for this is when using normal ambient lightning the details from the normalmap won't show and the model just looks flat, i tried adding very faint pointligts that only affected the diffuse component but the indirect lightning implemented in half life 2 gives equally good result and it's cheaper.
It works by setting up an "ambient cube" which is 6 colors that measures the color of the light "flowing" from that direction, then depending on the surface worldspace normal i sample from 3 of the ambient cube sides and blend between them depending on the normals direction.
This gives pretty good results and the surface detail from the normalmap is visible even when shadowed.


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