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MonterMan

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About MonterMan

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  1. retopology help

    I know cgcookie offers a retopology course, but you have to pay them monthly for their courses.
  2. Got it. I was initially looking for a real-time GI algorithm because I didn't want do a separate preprocess step. But now it seems like baking is the way to go to achieve the highest quality, so it's worth it. Thank you for the awesome resources. That's indeed some work, but it's going to be worth it in the end :). I actually looked into baking lightmaps before, one that caught my attention is the light precomputation in The Witness: https://web.archive.org/web/20170227054745/http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ that is based on a radiosity algorithm: https://web.archive.org/web/20120324095518/http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm. But I gave up on the above methods because they require a ton of tweaking to get the result just right, so I looked into real-time stuff instead. Again thanks for the help guys, now it's pretty clear to me what to do.
  3. Lighting is completely static. Sun never moves and it's always the same time of day. Mainly outdoor scenes with small buildings that have interior. Thanks for the additional info on voxel cone tracing's shortcomings.
  4. Thank you for your insight. It seems like I have to reconsider what GI algorithm to use. This is the constraints in my game: . Single directional light source. It never changes. . Mesh is mostly static except for characters that run around. . I want one bounce of diffuse indirect light. I'd appreciate it if you can suggest the GI algorithm that fits my criteria. Thank you for your answers.
  5. Hi all. I have been looking for a real-time global illumination algorithm to use in my game. I've found voxel cone tracing and I'm debating whether or not it's an algorithm worth investing my time researching and implementing. I have this doubt due to the following reasons: . I see a lot of people say it's really hard to implement. . Apparently this algorithm requires some Nvidia extension to work efficiently according to the original paper (I highly doubt it though) . Barely real-time performance, meaning it's too slow to be implemented in a game So in order to determine if I should invest time in voxel cone tracing, I want to ask the following questions: . Is the algorithm itself flexible enough so that I can increase the performance by tweaking it (probably lowering the GI quality at the same time, but I don't care) . Can I implement it without any driver requirement or special extensions, like the paper claims?
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