Real-Time Global Illumination


#3

looks really great. nice job. :slight_smile:

a small tip on geocities:
because they dont allow remote linking, you can change the file extension to .txt and it will still show up as an image… even on remote links. at least for me :slight_smile:


#4

I’ve created two .txt files, the URLs are:
NoGI.txt
FullGI.txt


#5

I’m missing the shadow of the elephant on the floor. A global illumination algorithm should handle this, too :slight_smile: I know this is said very easily.


#6

I’ve already coded a version with stencil shadow, but it runs too slow, I’m now coding a version with shadow mapping. I hope it’ll be faster! :slight_smile:


#7

Stencil Shadow version:


#8

this looks cool… for what are you going to use it?


#9

I see dead pictures…

You removed the images? There isn’t even a ‘broken link’ image…

(Okay, so maybe I don’t even see dead pictures…)


#10

I suppose the links are broken because the web doesn’t exist ?

David Lanier
Plugins and Shaders Developer
http://www.dl3d.com


#11

It does exist - but it’s a geocities account, so you’ve got to get the url manually and go there yourself - it doesn’t allow linking…


#12

… ok… I’ll repost the image links:

NO GI


#13

FULL GI

I hope everyone is as blown away as I was… (considering the fact that this runs @ 22fps on a decent machine)


#14

Still not saying how he’s doing it though… unless you say what you’re doing, it’s not really very impressive. I mean, I could produce those images and have them run at 1600fps on a decent machine by texture-mapping GI baked from mental ray or something…


#15

Still not saying how he’s doing it though… unless you say what you’re doing, it’s not really very impressive

I’ll explain the algorithm (that is a extension of another one) in the article for Shader Triathlon Competition. You have to wait :slight_smile:

I mean, I could produce those images and have them run at 1600fps on a decent machine by texture-mapping GI baked from mental ray or something…

You could, but in this algorithm you could:

  1. move the light (direct and indirect lighting);
  2. move the object;
  3. Particle Systems are light sources.

#16

Ooooh ok, didn’t realise it’s for a competition. Make sure to post here how you did it too!


#17

does it handle textures too? or is it vertex based?


#18

does it handle textures too? or is it vertex based?

It can calculate GI at vertex/pixel precision, and it handles texture for diffuse and specular material (not baking).

Ooooh ok, didn’t realise it’s for a competition. Make sure to post here how you did it too!

I’ll release the source code when the contest is over.


#19

Please do. I am trying to learn to program, and would love to look at some code.


#20

This is exciting stuff, keep it up! i’d love to see how well this turns out.


#21

YEs, please disclosed your deepest ,darkest code here for all of us to see!


#22

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