Re: Real-Time radiosity
Posted by Crono on
Fri Mar 9th 2007 at 3:32am
Crono
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Yeah, but notice the poor sampling around the edges of the shadows?
That's why I'd suggest a heuristic like shadow mapping or shadow volumes (or both) with some blurring based on light properties.
A common issue with global illumination techniques is that scratchy dotted look of sampled areas.
Also, if you notice in that scene, something that is missing is specular effects and caustics. Because radiosity methods do not account for these "special cases" in those instances you have to actually cast some rays and see where they go. That's why you commonly see ray tracing used in conjunction with this.
Blame it on Microsoft, God does.
Re: Real-Time radiosity
Posted by Crono on
Fri Mar 9th 2007 at 7:46pm
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No it isn't. Stencil Shadow Volumes is a very advanced technique and can be used in combination with a global illumination technique to produce the shadows.
You have to understand that you don't want to calculate everything all the time, you just want it to look really nice.
Calculating all the light all the time, while it will run in a small situation on modern cards will not fly in large open areas. There are things you need to do to limit that. Of course, something you can do, is in your lighting algorithm, say when you hit some point and you need to cast shadows you can begin doing stencil shadow volumes.
I think people are really annoyed by those because of Doom 3, but they should realize, that D3 shadows had no aliasing ... self shadowed everything and were dynamic. Just because they don't like the hard edge look they damn the entire process which is ridiculous. You can blur the edges based on the intensity and distance the object is from the light. Make a hybrid algorithm with some of the soft shadow techniques.
To really do this stuff correctly, making algorithms work together to make something as efficient as possible is the goal (or at least one of them). Just sitting down and going, "Wow, I wish games did that" is fine, but there are definitely implications! :smile:
Blame it on Microsoft, God does.
Re: Real-Time radiosity
Posted by Crono on
Sat Mar 10th 2007 at 5:21am
Crono
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I'm not upset, I just find it odd that, in general, if someone who isn't familiar with the technique gets introduced to it in some specific manner think that's the only way it could be used. Which couldn't be further from the truth. I've just been using D3 as an example because in these specific discussions people are bringing it up as a bitching point.
I don't think we're quite ready for full-on GI solutions. It just doesn't realistically run in real-time. That's why different lighting algorithms are needed based on distance away. That's something that a lot of developers seem unwilling to do.
Blame it on Microsoft, God does.