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*
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*
#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
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).
10/21/2008 (1:37 pm)
@HelkReal 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).
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