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Author Topic: News AO Tech (Ambient Occlusion)  (Read 4324 times)

bloky

    Reputation: 2
News AO Tech (Ambient Occlusion)
« on: October 27, 2014, 07:18:23 pm »
October 27, 2014, 07:18:23 pm
Wondering if there is any work being done in the AO (Ambient Occlusion) method used in Lumion. The current implementation seems to be an older (but probably cheaper) aproach to calculate AO (SSAO?)

There have been numerous new implementations of AO calculation in recent years like HBAO (Horizon-Based AO).. and the most recent to my knownledge is the Distance Field AO aproach done in the latest Unreal Engine release and indeed looks much more realistic and a great leap forward.

Some examples and technical info:

» Horizon Based AO:
http://www.nvidia.com/object/siggraph-2008-HBAO.html
http://www.geforce.com/hardware/technology/hbao-plus/technology




» Distance Atennuation AO:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch12.html (tech used in UE4)[/B]





Thanks Devs for the work being done keep it up! ;)

Re: News AO Tech (Ambient Occlusion)
« Reply #1 on: October 28, 2014, 04:36:57 am »
October 28, 2014, 04:36:57 am
Hi

Thanks for the technology pointers and links.

The developers are of course always looking to improve Lumion with new methods and techniques.  Some may fit with the rest of how things work, some options may not, or not currently.

For various reasons it is not suitable, nor is it a practice of Act-3D to indicate about what might/might not be available, or being worked on for future versions.

Release v4.5 involved enhancements to both Sun shadows, and AO/Soft Shadows.
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