Saturday, January 26, 2013

Lighting and Shaders!

Lighting and Shaders!

  
    Well, last week we were talking about lighting and shaders, as well as the different texture maps which you can use (bump maps, displacement maps, etc.).  I went and played CS: GO, looking for these within the game (as per requested).  Below are some screenshots that I took, showing some of the many places within the game that these effects and maps are used.

                                                                 (Dat bloom...)

    Here, we are at the starting position on one of the maps (Vertigo).  The most obvious thing here is the use of the bloom lighting effect.  This brightens up the concrete where the sun is shining, and you can see softer shadows, as well as colour seepage around the counter-terrorists and the various objects on the building.  You can also see the shadows of the other counter-terrorists.  I would assume this affect would be done through shadow mapping.


   This is another example of shadow mapping, but this time the shadows seem to have a harder edge compared to the shadows which were being cast from the picture above.  We can also see a great wooden texture on the wood plank in the upper left part of the screen.  The detail with the darker knots and the wooden grains really pop out.


   This is a great example of some bump mapping being exhibited.  Here, you can see a great texture on the barrels and the garbage bin.  Even though we are a good distance away, you can still see the dark knots in the wooden planks in the top right, re-iterating my point about how much detail goes into these bump maps.  There is also some soft lighting on the ground in the top left, indicating that there is another light source (in this case, a ceiling light).

    These simple processes add so much feeling to a game and I look forward to implementing them within ours!

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