Lighting techniques at Knack (PS4)

  • I'm interested in the lighting techniques (Indirect diffuse lighting, reflections) in this game.

Brick Map for Diffuse GI



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.