realtime AO
#1
Posted 16 July 2008 - 10:23 PM
http://area.autodesk.../mudbox_preview
#2
Posted 18 July 2008 - 11:21 AM
#3
Posted 19 July 2008 - 03:59 AM
Realtime Ambient Occlusion would slow down 3dc,in fact, sometimes speed is a problem of 3dc.
Yes you'll need a highend graphics card for this type of feature. But you should be able to turn it ON or OFF..just like in Mudbox 2009.
#4
Posted 19 July 2008 - 04:36 AM
#5
Posted 26 July 2008 - 09:42 AM
After looking Mudbox video I have understood that they are using NV CUDA technology, othervice it is impossible to get the so performance. Of course that guy has a suppper PC (>4000$) but anyway, CUDA is supported even on my NV 8500 (70$). So I have kept an eye on this technology.
I doubt Autodesk mudbox team uses CUDA..because that would leave alot of ATI users out in the cold as far as Mudbox 2009 is concern..which isn't really good/smart for business. I hope to find out more at Siggraph.
#6
Posted 26 July 2008 - 12:00 PM
But from his word I see that - NIidia 8... is required for best performance and I know that CUDA is supported by NV8 series, so I think that NV 7 or ATI will work using software emulation.I doubt Autodesk mudbox team uses CUDA..because that would leave alot of ATI users out in the cold as far as Mudbox 2009 is concern..which isn't really good/smart for business. I hope to find out more at Siggraph.
#7
Posted 27 July 2008 - 06:15 PM
But from his word I see that - NIidia 8... is required for best performance and I know that CUDA is supported by NV8 series, so I think that NV 7 or ATI will work using software emulation.
thats because Dave likes Nvidia
#8
Posted 29 July 2008 - 12:06 AM
Sry to ask Andrew, but why do you say AO would slow down 3DC ?Realtime Ambient Occlusion would slow down 3dc,in fact, sometimes speed is a problem of 3dc.
As Sonk mentioned it, couldn't it be driven through CGfx (though I realize a bit late shaders don't have real interpretation of the mesh itself :s, i'm not advanced at all in that chapter, only asking ...), thus leaving the GPU dealing entirely with it.
I must admit I was convinced the slow down was mainly due to highpoly mesh interpolation, so mainly RAM/Scratch concern isn't it ?
#9
Posted 30 July 2008 - 10:54 AM
But it is correct that mudbox will be more demanding on the GPU.
But even game engines like Unreal 3 are claiming to have real time Ambient Occlusion now.
Truth be told, Ambient Occlusion and any other shader have a very limited value unless they can be baked to a texture map.
#10
Posted 02 August 2008 - 05:47 AM
Oops, just re-read the posts, there is already mention of ati.
#11
Posted 02 August 2008 - 06:19 PM
The lightmap (occlusion map) generation is very fast (even faster now, that I am using an ati hd4850)
http://www.bee-www.c...henon/index.htm
#12
Posted 11 August 2008 - 12:09 AM
if you could take a look a http://www.gpgpu.org/ they cite all advances in the gpu section, and in particular there is a software with a c++ ibrary ready to use called " faogen " check it link http://www.rusteddre...net/faogen.html hope it will help integrating AO in 3DC if not realtime, a fast render button would suffice.
plus i saw few days ago at this link http://www.vimeo.com/1472943 a video demonstrating realtime ambient occlusion with XSI7 using vertex map.... No CUDA no special shader
and thank you for 3DC.
#13
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#15
Posted 20 May 2013 - 03:12 PM
SSAO (Screen-Space-Ambient-Occlusion) has been around for about 5-6 years by now and if I am not mistaken a few 3d apps make use of that (I think Maya does too now). http://en.wikipedia....bient_occlusion
#16
Posted 22 May 2013 - 07:59 PM
Yea SSAO is available in Mudbox, Max, Maya, and multiple game engines. Someone should make a Mantis feature request if they really want it in 3DC.
System specs: Intel 2500K (cpu), Geforce 660ti sc 2gb (gpu), 16gb ddr3 (ram), Windows 7 Pro x64 (OS)
Most wanted features / bug fixes: Import opacity, import/export visibility, painting past UV Shells.
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