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  Contents

 What is radiosity?
 Real-time
 Radiosity:
 Impossible?

 The Method
 The Reason
 The Development
 The Application
 of Rules

 The Last Necessity
 The Realization
 Basic Outline
 Conclusion

 Printable version

 


  The Series

 Part I
 Part II

 

The realization

At that point I still hadn't realized the true implications of my radiosity method (which I had named "radiosity mapping"). But it happened quickly enough.

I was playing Quake (the original) when it occurred to me. I had suddenly gib'd a knight, and I saw the flash of the rocket exploding. GAMES!!! I suddenly thought to my self. They could do environment mapping with games, and they certainly could do texture mapping.

Gameprog.com

At that point in time I was a frequent visitor to gameprog.com. I had already writen a couple of tutorials on 13h programming and pallete manipulation, but I had never writen anything original. So, I decided to start writing up an article, outlining my method.

The only problem was that I got side tracked, and I never finished the article. And I had never told the webmaster about it. So the article just sat and rotted.

The present

At the present, a year and a half later, I have been inspired again. I have now written this article, outlining my method and it's development. I very much hope that someone will read this article and decide to use my method in their game. I will say right now that I do not care if I get credit or not. I do not care if I get money or not. I just want to see my method in action. If anyone does use radiosity mapping in their game, PLEASE e-mail me and let me know!



Next : Basic Outline of Radiosity Mapping