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jeremie009

Member Since 21 Sep 2012
Offline Last Active Apr 14 2016 08:18 AM

Posts I've Made

In Topic: arbitrary texture coordinates

16 February 2016 - 01:32 AM

ok It actually compile. but I realize I totally forgot how uv coordinates were mapped. So there I just need to subdivide by height and width. 

 

Thanks. 


In Topic: Painting Texture

02 February 2016 - 04:08 PM

I managed to fix my problem. The code is mostly correct


In Topic: Radiosity

18 October 2015 - 08:41 PM

When you ported  your radiosity on the gpu, did you use some sort of hierarchy or just brute force?


In Topic: Radiosity

08 October 2015 - 04:05 PM

The albedo was the issue. I had a outer space scene but I never tried it. Anyway thanks for the input. 


In Topic: Radiosity

08 October 2015 - 03:10 PM

I did try your code against mine just in case I was missing something but the result is the same. The light keep adding up instead of converging. So its fine to just do a couple of pass but the problem arise when you need more precision and more pass. The value are suppose to average out after a few pass. But that is not my case. Did you manage to do more than 5 pass without blowing up the light ? I can't on my implementation so I have to assume that is incorrect. 

 

The reflection value are suppose to be the albedo color but if you albedo is pure white, it'll just reflect as much energy as it receive which is incorrect. 

The form factor seem to give away too much energy so the bounce are really strong.

 

I could implement energy conserving sort of thing but I though radiosity was more correct that other approximation. 


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