Real Time Global Illumination Using Temporal Coherence
Uploader Comments (daaaamartin)
All Comments (9)
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wow this is what video games need!
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What kind of transfers do you mean? In my (new) implementation most of the work is done on the gpu using some data buffers, without transfering data between CPU and GPU.
I think that the biggest problem with ISMs is that you have to tweak several parameters until the results look somehow satisfactory. You cannot just switch it on and everything works fine...
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based on my personal idea, i dont think ISM is a practical technique for GI.
It involves too much PCIE xfer, thus severely brings down the performance.
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In the current version large scale scenes are not really supported. It is based on the Imperfect Shadow Maps (ISM) idea from Ritschel et al. and therefore uses a point representation of the scene to create the ISMs for indirect illumination. However, I think that a hierachical structure could be used to speed up renderering. For example you could use less points for objects that are far away from virtual point lights. Then you should get somewhere to O(n log n).
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I notice some lightbleeding at contact silhouette. need some polishing to remove that.
some questions:
How does this algorithm perform towards large scale scenes? What 'bout the computation complexity (big O notation)?
did u use opencl or cuda?
cyther39 2 years ago
I used DirectX 9 and stored the necessary data in texture buffers. However, if I would start the project from scratch I would for sure use one of these APIs.
daaaamartin 2 years ago
GREATE DUDE!!! where i can download demo? or.. cannot?
Conferno 2 years ago
Sorry, there's no dem available for now
daaaamartin 2 years ago