Added: 4 years ago
From: StepanHrbek
Views: 15,399
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  • realtime? omg

  • What song is that?

  • pozdrav ... jer je ovo 3d max scena ...

  • Nice video.

    Is it based on "Incremental Instant Radiosity for Real-Time Indirect Illumination"

  • Thanks, Lightsprint SDK

  • Precalculated Radiance Transfer.

  • Unlike PRT, this supports arbitrarily moving local lights and local objects, see it in Lightsmark (executable demo).

  • Can dynamic objects cast indirect illumination too ?

  • @StepanHrbek Local Precalculated Radiance Transfer. Maybe also irradiance volumes

  • There seems to be sort of 'stepping' on the Indirect Illumination looks as like it's calculated for a certain number of frames. Looks odd as the Direct Illumination is (obviously) frame by frame.

  • Indirect light is recalculated in each frame based on direct light in sampling points. What you see is probably that direct light hits many new sampling points at once. Newer versions use better placement of sampling points.

  • Ahh, any chance of a new video of the improved GI sampler?

    Thanks for replying aswell.

  • The shadows are too hard, imo. Did u use any precalculation?

  • Yes, optional precalc of static visibility was enabled, it increases fps while lights and objects can still freely move. It can run without precalc too.

  • nice work :)

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