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FOX Engine

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FOX Engine

Unread postby El Chaos » 06 Apr 2013 22:36

Here's Digital Foundry's analysis of Kojima Productions' FOX Engine: http://www.eurogamer.net/articles/digit ... fox-engine

Rick Lane wrote:"The more that technology evolves, the more we have to understand our physical surroundings," [Hideo Kojima] said. "To make a quality product the artist's eye is essential. Simply recreating reality would result in a traced image. This is what we mean by photo-realism through the eyes of a fox."

Rick Lane wrote:'Roughness' is a term that peppers the presentation. The roughness of a surface in FOX can be tweaked to give it a slick, damp look, useful when creating a rainy scene to minimise complex and power-hungry liquid simulation. Most interesting, however, is view-dependent roughness - a brand new feature in FOX that affects the reflectiveness of a surface depending upon the angle from which it is viewed. So a plastered wall appears brighter and more reflective at the far end where the viewing angle is narrow than at the near end where the angle is wider and the wall's contours more visible. This sounds like a small and insignificant detail, but the resulting effect is really quite striking, especially in the hospital demo where there are lots of long corridors being directly lit by overhead strip lights.

Rick Lane wrote:Textures, meanwhile, are photographed with high exposure in order to preserve their linear light information, which gives a more accurate representation of how the human eye sees objects as opposed to how a camera lens sees objects, which if we take the term literally is actually beyond photo-realism.
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