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Realtime Radiosity?

category: code [glöplog]
You should consider submitting threads that have more meat on them than just saying "Buzzword? Discuss."
added on the 2010-09-06 09:38:38 by gloom gloom
gracchus could be realtime by now?
added on the 2010-09-06 09:47:46 by the_Ye-Ti the_Ye-Ti
Is there any technique that isn't too slow or doesn't require you to build a raytracer with nice structures to sort all the polys?
added on the 2010-09-06 17:12:53 by xernobyl xernobyl
... or you could do ambient-occlusion and pretend it's radiosity
added on the 2010-09-06 17:19:38 by krabob krabob
Which gives you no colored lights / color bleeding I suppose.
added on the 2010-09-06 17:59:15 by raer raer
just add blur :)
added on the 2010-09-06 18:27:25 by Gargaj Gargaj
I think you can fake color bleeding with SSAO.
added on the 2010-09-06 18:28:27 by Navis Navis
True. All you need is in the color buffer.
added on the 2010-09-06 18:31:52 by raer raer
looks rather crappy, especially when dealing with animations (as color bleeding usually comes from a lot of objects outside of the view frustum, too)..

IMHO instant radiosity is the best one can do currently if wanting to go realtime (diffuse only of course), apart from that take a look at this
added on the 2010-09-07 09:13:56 by toxie toxie
Nature SUXX
added on the 2010-09-07 09:58:28 by pohar pohar
navis: you can, but god its ugly .. :) (<- applies to ssao too, but slightly less so)
added on the 2010-09-07 10:10:51 by smash smash
SSDO looks nice.
added on the 2010-09-07 11:33:25 by raer raer
PBGI looks promising: Michael Bunnell had a recent talk at SIGGRAPH2010, just search for "Adding Real-Time Point-based GI to a Video Game".
(At the risk of giving away my ideas of what to try out ;-)
added on the 2010-09-07 11:34:50 by spike spike
couldn't it be faked in limited environments like navis sugggested? e.g. trace the color deltas along with the depth deltas? i bet it won't be "the real thing" but it could look okayish on certain scenes ...
yup, this is pretty cool, too.. and also coop'ed by an (ex?)scener.. :)
added on the 2010-09-07 11:49:35 by toxie toxie
rasmus: Or it could be faked in limited environments by adding light sources on top of the right surfaces. ;)
added on the 2010-09-07 11:55:25 by doomdoom doomdoom
doom: yep, exactly. we just need to be clear on what we're doing :) i bet most demo effects will look crap outside their limited environment ...
SSDO looks pretty simple compared to CLPV...
added on the 2010-09-07 13:25:30 by raer raer
I've seen two tech demos from outside the scene with this yet. One can be found here: http://lee.fov120.com/ , I'll try to find the other one as well.
added on the 2010-09-07 16:28:27 by joooo joooo
Very nice. As a present I give you modified FR shopping cart.
added on the 2010-09-07 18:05:17 by harism harism

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