Just Blur and Add Noise

All of the hoopla regarding the game LittleBigPlanet has reminded me of the excellent talk that Alex Evans, co-founder of game creator Media Molecule, gave last year at the Advanced Real-time Rendering for 3D Games course at SIGGRAPH 2006. There are good presentation slides in PDF form at the ATI Developer site: here. If you look at the slide pictures you can see early renders of LittleBigPlanet characters, with unfortunate spheres places on their heads so as not to spoil the game (this was about nine months before the game was announced).

Anyway, he discusses a few techniques that he tried in achieving global illumination-like effects in a “small world” type of environment, all of which were implemented on a Radeon mobility 9800; nothing is too high tech.

screenshots from alex’s pres

4 Responses to “Just Blur and Add Noise”

  1. Iñigo Quílez explains Slisesix demo « Level of Detail Says:

    [...] are implicit in the representation. Alex Evans talked about using this type of technique ( see Just Blur and Add Noise) but in his proposed implementation the distance field came from rasterizing geometry into slices [...]

  2. Real-Time Rendering » Blog Archive » Interesting bits Says:

    [...] occlusion approximation. Definitely check out all the links: Alex Evan (of LittleBIGPlanet) has a worthwhile talk, and Iñigo’s presentation is even better: good technical content and real-time programs [...]

  3. level of detail » Blog Archive » CryTek GI Technique Revealed Says:

    [...] rendering radiance from directly lit surfaces to a volume and propagating the light outward like in Alex Evan’s presentation from a few years before (though CryTek’s approach is a bit more physically based).  Pretty [...]

  4. ambient occlusion in frameranger. « direct to video Says:

    [...] fast enough (or good looking enough at acceptable speed). But then I remembered an old talk from Alex Evans at Siggraph. It turns out that signed distance fields have a useful fringe benefit – if you take a few [...]

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