Splinter Cell Conviction

Since SC:C is out i noticed a very realistic and fast ambient occlusion and it’s very different from the SSAO

http://media.multiplayer.it/images/2010/02/03/302978.tom-clancys-splinter-cell-conviction-per-pc.not_so_big.jpg

http://xbox360media.ign.com/xbox360/image/article/789/789307/tom-clancys-splinter-cell-conviction-20070517105431485.jpg

http://xbox360media.ign.com/xbox360/image/article/107/1077873/tom-clancys-splinter-cell-conviction-20100316014823955_640w.jpg

http://xbox360media.ign.com/xbox360/image/article/105/1056124/tom-clancys-splinter-cell-conviction-20091217105237712_640w.jpg

Do you think there could be a way to implement this in blender, because i don’t think it works as the actual SSAO

That looks like either point-based or volume-based lighting. I remember Crytek was doing some things with “Light Propagation Volumes”, but I’m thinking that the Splinter Cell devs just used a well coded point based occlusion technique. It’s actually used to a smaller degree in a lot of new games, like Assassin’s Creed 2 and Infamous.

Too bad no one is interested in coding a accessible normal-pass to help with creating 2D filters, then Martinsh or another GLSL expert can tinker with making 2D filters that affect the lighting and is way better than just the SSAO.

Do you have some docs/more reading on the subject?

For a normal pass? What I’m talking about is essencially the same as when you enable the normal pass in the Blender internal render settings for use in the Blender compositor, you know the pass-type with the red, green, and blue colors.

It’s hard to find detailed articles with just the normal pass, but here’s some pictures of what a normal pass may look like (coloration based on the direction of the face normal in relation to the camera)
http://www.google.com/images?hl=en&source=imghp&q=normal+pass&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai=

hello,
well normals are rather simple to calculate from position
and position is very simple to calculate using linearized depth texture + texture coords. So basically i could recreate every ssao technique now.

view space normals:
http://img196.imageshack.us/img196/1710/normalsg.jpg

@ martinsh, How are you getting 256 frames a second?? I barely get 35 fps when all I have is a unskinned cube. And I have a very good computer. 2GB in RAM, Directx 11 the whole shebang. Whats the difference? Besides 221 frames…

Sounds like a driver problem/lack of good OpenGL support. Make sure you have the latest drivers from Nvidia or ATI’s site.

except it’s shaded and not smooth ?!

Two notes: first turn Vsync Off, that makes my nvidia graphica card being slowly with blender, after turn this option off blender has improved it’s performance.
Second… you say you have Directx 11 , Blender doesn’t requiere Directx at all, it use OpenGL only.

yea that is the difference between real normals and generated one :stuck_out_tongue_winking_eye:
also you may notice the edges around objects.

could be smooth out with a fast bilateral filtering… but not the best optimization in the world.
Is somebody working on BGE for the GSoC ? could be a nice feature to add then