Lionhead Studio's GI System
http://www.gdcvault.com/play/1014350/Mega-Meshes-Modeling-Rendering-and
The technique here is similar to Bunnell's but the presentation is a bit confusing even though the idea is simple.
Offline Stage
1) Generate lighting probes. Light probes are generated for the surface of static objects and for irradiance volume sample points for dynamic objects. A light probe just stores the set of "surface probes" that it can see which is calculated via raycasts.
2) Generate surface probes. Random points on geometry, then optimized.
3) Compute visibility. This is where the set of surface points visible to each light probe is computed.
4) Create SH vector palette.
Online Stage
1) Calculate direct illumination for surface probes.
2) Propagate lighting to lighting probes.
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Geomerics Enlighten
http://www.geomerics.com/downloads/radiosity_architecture.pdf
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