Advertisement Jump to content
Sign in to follow this  
BenPowell

Dynamic Irradiance Environment Maps

This topic is 3418 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I was wondering if anyone had read the article written in the GPU Gems 2 book, specifically the article "Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps" written by Gary King. (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter10.html) His implementation of this seams to have issues ... (http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html) 1. 'ConvolveIrradiance.fx' - when using the HLSL versions of 'ProjectToSH_PS' and 'EvaluateSHCubemap' over the assem versions the system yeilds completly different results (in fact the result is just black!). 2. Additionally, the resulting diffuse and specular cubemaps do not correctly match the input environment cubemap. This can be tested by using one or more input cubemaps that contain a single bright solid circle in different locations. The direction of light caused by the circle is wrong and seams to be always in the same place and the resulting diffuse map dosent seam to be a correct approximation of the input map. I've found article extremely interesting and potentially very useful so any help on the above would be much appreciated. Thanks :)

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!