Game Development Community

Radiosity?

by Dave Young · in Torque Game Engine Advanced · 10/17/2008 (7:33 am) · 4 replies

A couple of folks have talked about the possiblity of offering a radiosity shader/kit

http://www.garagegames.com/mg/forums/result.thread.php?qt=79150

No contact info is available for Kory, was wondering if anyone if anyone has something available yet? A project I'm working on could really use radiosity right about *now*

#1
10/20/2008 (10:34 am)
Sorry Dave it took so long to respond, but I'm really at the beginning stages if the Radiosity code. The best person to talk about that is Gerhard, he told me some time ago that he was working on the code but still needs some work done on it. Soon as i get something working i will try to send you the info that i have.

Good lucky
peace
#2
10/20/2008 (11:13 am)
Thanks Kory!
#3
10/20/2008 (1:02 pm)
As far as I know you can't really do real time radiosity unless by real time you mean ~5fps but you can fake it with precomputed light paths, or with SSAO + SSIL... If you wanted to do it in lightmaps, wouldn't you just create a light emission element (whatever emits the rays in a spherical pattern in the compiler) at the endpoint of each ray, consider it a bounce, and half the brightness? I'm surprised no one has done that yet actually...
#4
10/21/2008 (1:37 pm)
@Helk

Real time radiosity is possible. I've seen a few demos of it in actions (there's one here: http://dee.cz/rrb/). Thing is, there's very few publicly available detailed info on the techniques (seems everyone is shooting for patent licensing), so the drawbacks and limitations aren't well known (you obviously can't use the same technique for large areas).