Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

The basic idea is to simulate the glare as a human eye would see it...

Posted by cachiporrin on Jan 11th, 2009

I just started working on lens flares; I need to see the sun’s location so I can test shadows! I am testing a new technique for dynamic lens flares based on the anatomy of the human eye, inspired by a paper by Tobias Ritschel.

The basic idea is to simulate the glare as a human eye would see it, instead of how a camera would see it. This means the glare has to be animated: the movements of the iris in response to bright light cause the diffraction streaks to change in subtle ways. Simulating an eye rather than a camera also results in a more grainy texture and a rainbow-colored lenticular halo, instead of the geometric internal reflections you normally see in camera flares.

lens flare

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SupaNinjaMan Jan 11 2009 says:


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Bird_of_Prey Jan 12 2009 says:

Nice. It did kind of seem strange that all these games have lens flair to look like a camera instead of a real eye. It's kind of counter immersion.

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