realtime glossy reflections

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Uploaded by on Jun 21, 2010

New video of our realtime glossy refelctions.

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Science & Technology

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Standard YouTube License

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Uploader Comments (chucktrier)

  • Hi and yes it is 32^3 volume, with no cascades. Which is fine for cornell box scene like this one. But for game scenes you need at least two cascaded grids.

  • Thanks the technique that i use here is called propagation light volumes, and there is a cool crytek paper on the subject. If you add a few ray marching steps you can also get pretty convincing glossy reflections.

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All Comments (7)

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  • Please, can you tell more about operation system, textures,polygon count,... and licensing?

  • this is cool , how did you do it with the refections

    and can it be used for realtime gaming

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