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Real-time radiosity - Molecule Engine  by tivolo    *****

 



Time Spent: 3 months
Date Added: May 07 2012 06:25 AM

This is my real-time radiosity solution, adding dynamic diffuse global illumination to Crytek's Sponza scene. I've been working on this for 3 months, including R&D and early prototypes, excluding time spent to build the engine.

More information about precomputation times, memory requirements and current performance can be found on my blog: http://molecularmusi...time-radiosity/  


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11 Comments

Cool. Do you have a demo we can run?
so is this a static-geometry dynamic lights solution? also does this include specular indirect lighting?

Cool. Do you have a demo we can run?


There is no public demo yet, I'm working on getting a video done so people can see the possibilties in action. There will hopefully be a live-demo at www.gamescom.de which we can show to interested parties.

so is this a static-geometry dynamic lights solution? also does this include specular indirect lighting?


Yes, this works for static geometry with completely arbitrary light sources. Specular indirect lighting works by extracting the dominant lighting direction from the spherical harmonics representation, and using that in the shader code.
The system can be configured to either output an RGB-lightmap, or a 2nd order SH representation of the indirect lighting.
Wow, this looks outstanding!
Awesome! Must be amazing in real-time.

The image that is shown first as the main image, is a bit dark to see it really good though.

Awesome! Must be amazing in real-time.

The image that is shown first as the main image, is a bit dark to see it really good though.


Thanks for the kind feedback!
Some of the images come out a bit dark depending on the browser you're using, and whether it correctly supports the profile information embedded in the .png.

I will soon post a video on my blog to see everything in motion, including normal maps and emissive surfaces.

I will soon post a video on my blog to see everything in motion, including normal maps and emissive surfaces.


Please do! I really liked that self-emitting curtain that you put up on your blog too. If I remember correctly, someone actually made a flexible material like that a few years ago, in real life. That would be so cool. Reminds me of Tron. :) I'm very impressed by your images.

and whether it correctly supports the profile information embedded in the .png


I know this is off topic (sorry), but I'd rather have a browser that gives PNGs and CSS the same colors if they have the same RGB values, than a browser that "corrects" a PNG and then ends up it having the wrong color compared to a CSS background color that was supposed to match it ;)
No matter how many times I see that Sponza model I never get tired of it, especially if it's a lot better than what I can do. Is this a combination of GPU/CPU work? I could never fully grasp how to create geometric "patches" for GI solutions.
The radiosity simulation is calculated completely on the CPU. It dynamically updates a lightmap, which is then used by the GPU when rendering your final image. Essentially, you can think of it as dynamic lightmaps - they are not pre-baked, but rather updated every frame on the CPU.
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