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radiosity texture atlas

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Hi, i just finished writing an adaptive radiosity renderer and it''s working correctly, except that it generates a lot of extra vertices on my geometry. so i decided to go with lightmapping instead, and i would like to reuse the results of the radiosity calculation to decide the area covered by a triangle in the texture atlas, ie: a triangle that generated a lot of extra vertices (has a high gradient) will occupy a bigger area on the texture atlas. has any body done anything similar before? can you please point me to some resources (paper, source code ...)? thanks.

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