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#ActualRadikalizm

Posted 23 September 2012 - 08:24 AM


If you want a fast and proven technique for real-time diffuse indirect lighting you should look into light propagation volumes as proposed by Kaplanyan and Dachsbacher
http://www6.incrysis...ion_Volumes.pdf

I wouldn't call it easy to implement, but it's still a lot easier than the cone tracing technique

I'd recommend a more up to date iteration of LPV, which includes corrections and annotations for the original paper, plus a DX10.1 demo with source Posted Image


Thanks for the link, wasn't too sure of the latest paper on the subject as I get my information about the technique from GPU Pro 2 Posted Image


GI isn't as this important in games? Well, maybe because it was a forest. A scene in a building would need GI to be realistic, I think?


Even if you don't directly see any drastic changes to the scene, GI will still be a very important factor when it comes to realistic lighting in pretty much every setting.

EDIT:

LPV doesn't support occlusion, that's its con.


I think you're confusing the LPV technique with VPLs. Indirect occlusion can be perfectly incorporated in the LPV technique by using a geometry volume.

#2Radikalizm

Posted 23 September 2012 - 08:14 AM


If you want a fast and proven technique for real-time diffuse indirect lighting you should look into light propagation volumes as proposed by Kaplanyan and Dachsbacher
http://www6.incrysis...ion_Volumes.pdf

I wouldn't call it easy to implement, but it's still a lot easier than the cone tracing technique

I'd recommend a more up to date iteration of LPV, which includes corrections and annotations for the original paper, plus a DX10.1 demo with source Posted Image


Thanks for the link, wasn't too sure of the latest paper on the subject as I get my information about the technique from GPU Pro 2 Posted Image


GI isn't as this important in games? Well, maybe because it was a forest. A scene in a building would need GI to be realistic, I think?


Even if you don't directly see any drastic changes to the scene, GI will still be a very important factor when it comes to realistic lighting in pretty much every setting.

#1Radikalizm

Posted 23 September 2012 - 08:06 AM


If you want a fast and proven technique for real-time diffuse indirect lighting you should look into light propagation volumes as proposed by Kaplanyan and Dachsbacher
http://www6.incrysis...ion_Volumes.pdf

I wouldn't call it easy to implement, but it's still a lot easier than the cone tracing technique

I'd recommend a more up to date iteration of LPV, which includes corrections and annotations for the original paper, plus a DX10.1 demo with source Posted Image


Thanks for the link, wasn't too sure of the latest paper on the subject as I get my information about the technique from GPU Pro 2 :)

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