This is my real-time radiosity solution, adding dynamic diffuse global illumination to Crytek's Sponza scene. I've been working on this for 3 months, including R&D and early prototypes, excluding time spent to build the engine.
More information about precomputation times, memory requirements and current performance can be found on my blog: http://molecularmusi...time-radiosity/
Click here to view the iotd
Real-time radiosity - Molecule Engine
so is this a static-geometry dynamic lights solution? also does this include specular indirect lighting?
Blog:
http://extremeistan.wordpress.com/
Stuff I wrote:
https://github.com/Yours3lf/libmymath
https://github.com/Yours3lf/linux_gl_fps
https://github.com/Yours3lf/instanced_font_rendering
https://github.com/scrawl/smaa-opengl
https://github.com/Yours3lf/gl_browser_gui
Follow me on twitter:
Cool. Do you have a demo we can run?
There is no public demo yet, I'm working on getting a video done so people can see the possibilties in action. There will hopefully be a live-demo at www.gamescom.de which we can show to interested parties.
so is this a static-geometry dynamic lights solution? also does this include specular indirect lighting?
Yes, this works for static geometry with completely arbitrary light sources. Specular indirect lighting works by extracting the dominant lighting direction from the spherical harmonics representation, and using that in the shader code.
The system can be configured to either output an RGB-lightmap, or a 2nd order SH representation of the indirect lighting.
Wow, this looks outstanding!
Eric Nevala
Indie Developer | Spellbound | Dev blog | Twitter | Unreal Engine 4
Awesome! Must be amazing in real-time.
The image that is shown first as the main image, is a bit dark to see it really good though.
The image that is shown first as the main image, is a bit dark to see it really good though.
Awesome! Must be amazing in real-time.
The image that is shown first as the main image, is a bit dark to see it really good though.
Thanks for the kind feedback!
Some of the images come out a bit dark depending on the browser you're using, and whether it correctly supports the profile information embedded in the .png.
I will soon post a video on my blog to see everything in motion, including normal maps and emissive surfaces.
I will soon post a video on my blog to see everything in motion, including normal maps and emissive surfaces.
Please do! I really liked that self-emitting curtain that you put up on your blog too. If I remember correctly, someone actually made a flexible material like that a few years ago, in real life. That would be so cool. Reminds me of Tron.
![:)](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png)
and whether it correctly supports the profile information embedded in the .png
I know this is off topic (sorry), but I'd rather have a browser that gives PNGs and CSS the same colors if they have the same RGB values, than a browser that "corrects" a PNG and then ends up it having the wrong color compared to a CSS background color that was supposed to match it ;)
No matter how many times I see that Sponza model I never get tired of it, especially if it's a lot better than what I can do. Is this a combination of GPU/CPU work? I could never fully grasp how to create geometric "patches" for GI solutions.
New game in progress: Project SeedWorld
My development blog: Electronic Meteor
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