Screenshots of realtime Indirect Illumination using Reflective Shadow Maps and SSAO.
All assets are done by me except the curtain texture is from the famous sponza atrium.
Click here to view the iotd
Realtime Indirect Illumination using RSM
Looks good - i've tried some RSM some time ago and then extended it to quite robust solution (with secondary shadows, etc.
Try using small shadow maps for each VPL
- this way you'll get some nice occlusion - then you can start doing tricks on optimizing it. Quite good are so called imperfect shadow maps, you can also try different approachs on optimizing shadow maps generation and achieve high performance GI.
Try using small shadow maps for each VPL
![:)](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png)
My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com
November 02, 2012 03:43 PM
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Sacs Coach
Coach bourse
Coach sac
Sacs Ferragamo
Sacs Giorgio Armani
Sacs Gucci
Gucci bourse
Gucci sac
Gucci sac à main
Sacs Hermes
Sacs Jimmy Choo
Sacs Louis Vitton
homme Louis Vitton sac à main
Louis Vitton bourse
Louis Vitton sac
Louis Vitton sac à main
Louis Vitton sac à provisions
Sacs Marc Jacobs
Sacs MIU MIU
Sacs Prada
Sacs ToryBurch
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