Precomputed Radiance Transfer Question

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0 comments, last by David Neubelt 12 years, 5 months ago
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
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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
Graphics Programmer - Ready At Dawn Studios

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