More from PURE:
1) Rayleigh Light Scattering (whatever that is) looks better than standard hardware supported linear fog.
2) Spherized Normals (whatever that is) on trees made them look less dark.
3) Characters are lit by two hemispheres - a "sun" hemisphere and "ground light" hemisphere.
The Illustrative Rendering of Prince of Persia: Ben Mattes & Jean-Francois St-Amour
To outline characters, they render twice, first time backfacing with a screen space expansion that artists can control to prevent moustaches.
To get an illustrative look, they do edge detection: the screen is composited with an edge detection of the screen. BUT they do not want characters edged, they just want things like, say, shadows of characters edged - so the characters mask themselves out of the edge render before its composited.
Going from a corrupt world to a sunlit world was mostly a color space transformation - during the transition, objects on the edge sampled a texture to decide which pixels were corrupt vs. uncorrupt.
Mixing Audio: Garry Taylor
1) There's focus again - the audio mix can focus players just like a light.
2) A useful tool, that Killzone 2 has, is being able to mix live while the game is playing and then save a snapshot of the mix. Sure beats the hell out of quitting the game, going into XACT or whatever, rebalancing everything, then playing the game again - though as a friend pointed out - "Sounds good if your audio technician is your bottleneck resource."
3) Ducking music and audio when VO comes on? Here's an idea - have the volume of dialog key into a compressor which the music / SFX go through. I can't quite imagine what it would sound like, myself, but sounds interesting.
4) Mixing audio should be on the schedule. (That's my own note.) Motor Storm took 3 days.
5) Be able to trigger different mixes via events.
Pairwise Testing:
My main takeaway was "sounds interesting" and there's a website: pairwise.org
Now Sofi wants me to play Peggle.

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