Light probe interpolation

Last week I gave a talk at GDC on “Light probe interpolation using tetrahedral tessellations”. Here are the slides and this is the accompanying video:

The talk describes a technique for light probe interpolation, which I believe has some advantages over the typically used “a bunch of OBBs filled with regular grids +per probe visibility info”. To see how it works in practice, you can download Unity 3.5 and give it a go. The video was captured from Shadowgun, the first game to use this approach.

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Shading and lighting in Shadowgun

You have probably already heard about Shadowgun, the new mobile game developed by MADFINGER Games. You might also have seen Shadowgun being demoed at WWDC on stage during the Graphics State of the Union talk.

Needless to say, I’m very proud of the next creation made in Unity, and I love that I can say it delivers ‘console quality’ to the mobile with the help of Unity’s awesome tech. It runs at an impressive 60fps on the iPad 2 and 30fps on the iPad, iPhone 4 & 3GS. It will also be released on Android. Since lighting is one of the main elements making the game look so good, here are some notes about the techniques that were used.

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