This is very interesting, strange that it has so few views/comments. Is your program and or maybe even the code available? How does it work? Does it use CUDA? Or only GLSL? Is it general purpose, does it support triangles?
@masterxilo I'm currently preparing demo with paper for this kind of realtime GI, but I don't know when it'll be ready (in real game scene) as I have to do all in my spare time and recently I've been a bit too much busy.
It is based upon hybrid rendering (using rasterizer and raytracer together, to achieve high performance and high quality result), and no CUDA (nor platform specific stuff) is included, raytracing part is done on CPU, shading + rasterization on GPU
@masterxilo GI is done similar way instant radiosity does it (shoot photons to scene and thus find virtual point lights), although it does generate secondary shadows for global illumination (here comes the power of raytracer) and at last comes gathering part (where comes deferred shading on GPU in hand, because deferred shading is very good solution if you have plenty of lights in scene (especially smaller ones, like these virtual point lights).
This is very interesting, strange that it has so few views/comments. Is your program and or maybe even the code available? How does it work? Does it use CUDA? Or only GLSL? Is it general purpose, does it support triangles?
masterxilo 1 year ago
@masterxilo I'm currently preparing demo with paper for this kind of realtime GI, but I don't know when it'll be ready (in real game scene) as I have to do all in my spare time and recently I've been a bit too much busy.
It is based upon hybrid rendering (using rasterizer and raytracer together, to achieve high performance and high quality result), and no CUDA (nor platform specific stuff) is included, raytracing part is done on CPU, shading + rasterization on GPU
VilemOtte0901 1 year ago
@VilemOtte0901 And how's the GI done? Is it raytraced? And the shadows?
Let me know when the demo is ready ;) !
masterxilo 1 year ago
@masterxilo GI is done similar way instant radiosity does it (shoot photons to scene and thus find virtual point lights), although it does generate secondary shadows for global illumination (here comes the power of raytracer) and at last comes gathering part (where comes deferred shading on GPU in hand, because deferred shading is very good solution if you have plenty of lights in scene (especially smaller ones, like these virtual point lights).
VilemOtte0901 1 year ago