Added: 2 years ago
From: VilemOtte0901
Views: 1,383
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (4)

Sign In or Sign Up now to post a comment!
  • 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

  • @VilemOtte0901 And how's the GI done? Is it raytraced? And the shadows?

    Let me know when the demo is ready ;) !

  • @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).

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more