• Advertisement
Sign in to follow this  

Precomputed Radiance Transfer Question

This topic is 2305 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

So I was intended to do a PRT implementation in my engine, I got most of it done. but then I ran into a few issues

I based all of my techniques off of this article http://www.cg.tuwien.ac.at/~tivolo/Bachelors%20Thesis%20-%20Precomputed%20Radiance%20Transfer.pdf
(I am referencing part 4.3)

The question is, how do I render light coefficients to a GBuffer? Do I render a cube map as an actual cube, and then project the textures? Or am I over complicating everything?
BTW: I learn best from example

Share this post


Link to post
Share on other sites
Advertisement
You don't store your coefficients in the gbuffer. You evaluate your PRT and store the RGB results of evaluating the PRT in your gbuffer.

-= Dave

Share this post


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

  • Advertisement