real-time indirect lighting

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
1,320
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Feb 28, 2009

This is an early tech demo of a work-in-progress method for dynamic radiosity. It's by no means done, but the goal is to have per-pixel, realtime global illumination with indirect shadows. The lighting is not completley dynamic (the majority of geometry still must be static) but if a change takes place in the scene, the lighting can be recalculated in about 1/5th of a second. All indirect light and shadows do effect dynamic objects however.

This demo demonstrates the ability to handle things such as spot lights which will bounce color from a smaller surface area and reflect a more concentrated color.

Keep in mind that the current art used essentially has no textures and everything is a flat white surface with the exception of the 2 colored walls, so the only effect enhancing the image is the radiosity algorithem.

The demo is running at 23 fps on an 8700M GT (laptop card) and about 75 fps on an 8800 ultra.

I just wanted to share this, so leave any comments you like. Thanks :)

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:
see all

All Comments (2)

Sign In or Sign Up now to post a comment!
  • i dont think your indirect visibility is correctly rendered. Many low freq occlusions are lost.

    Also, i suspect that your GI radius is not large enough to provide actual significant visual enhancement.

    anyway, now u have a good start. keep on.

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