Original Post
Hi! :) My situation: I have to develop a good looking illumination for a realtime 3D environment with lots auf buildings with simple geometry (most buldings are just blocks). I am looking for a way to fake a global illumination ... BUT: I won't be able to precompute nice light-, radiosity- or whatever maps because the target system won't have enought disk space for this (it's a 3D navigation system). I found a dynamic ambient occlusion demo in the NVIDIA SDK ... but this one also computes texture maps. http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch14.pdf Are there any techniques that can do nice illumination without texture maps? I know that highquality GI isn't possible in realtime but perhaps it's possible to find an image-quality/computation-time compromise because I know that my scenes will be static (houses don't fly around) and my meshes will be little blocks. Any thoughts? Suggestions? :) Thanks and greets!