Lighting techniques at Knack (PS4)
- I'm interested in the lighting techniques (Indirect diffuse lighting, reflections) in this game.
- Links of Knack PS4 gameplay
Brick Map for Diffuse GI
- ( I will add several explanation about BrickMaps at here.)
- Baked lightMaps maps aren't used in this game.
- Tai Yamaguchi (山口太) who is a lead graphics programmer at SCE said that Knack uses "Brick Map" for diffuse GI in CEDEC 2013.
- Brick Maps
- Proceedings of "Game graphics maniacs" in CEDEC 2013 (Japanese)
Ambient Occlusion
- Knack uses SSAO which is similar to Alchemy AO.
- And it also uses primitive based AO and height based AO which is a similar technique used in Asassin's Creed 3.
- Baked ambient occlusion maps are not used in this game.
Parallax corrected cubemaps
- Parallax corrected cubemaps is used to correct the reflection vector based on parallax effects.
- ( This technique is first used in Remember ME. )
Local reflection for realtime reflection
- To calculate the dynamic reflections of scene, local reflection which computes the reflection vector and do ray-marching toward the depth buffer in screen space is used in this game.
- ( This technique is first developed by Crytek and used in Crysis2, Ryse Son of Rome and Killzone Shadow Fall. )
- But local reflection has some constraints. For example, it cannot get reflection information if the reflection vector hit outside the screen.
- The image below shows the artifacts of the local reflection. This black area occurs because the reflection ray hit outside the screen.
Conclusion
- Knack uses several state of art lighting techniques.
- Personally, I am interested in using BrickMaps for diffuse GI which archive beautiful indirect lighting in Knack.