Very impressive! Care to elaborate on how you’re doing it?
Real-Time Global Illumination
looks really great. nice job. 
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 
I’m missing the shadow of the elephant on the floor. A global illumination algorithm should handle this, too
I know this is said very easily.
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! 
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…)
I suppose the links are broken because the web doesn’t exist ?
David Lanier
Plugins and Shaders Developer
http://www.dl3d.com
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…
FULL GI
I hope everyone is as blown away as I was… (considering the fact that this runs @ 22fps on a decent machine)
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…
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 
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:
- move the light (direct and indirect lighting);
- move the object;
- Particle Systems are light sources.
Ooooh ok, didn’t realise it’s for a competition. Make sure to post here how you did it too!
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.
