| Session Name: | Ambient Occlusion Fields and Decals in Infamous 2 |
| Speaker(s): | Nathan Reed |
| Company Name(s): | Sucker Punch Productions |
| Track / Format: | Programming |
| Overview: |
Standard methods for ambient occlusion in games are either fully precomputed - baking AO onto vertices or lightmaps - or fully dynamic, i.e. SSAO. Both are useful, but we complement them with a hybrid approach that avoids some weaknesses of baked AO and SSAO. We present AO Fields and AO Decals, a pair of techniques developed for Sucker Punch's recent game Infamous 2. These render plausible contact shadows and self-occlusion for movable objects; rendering is fast, and only a few kilobytes per unique object are needed for precomputed data. |