Re: [Algorithms] Real-Time Global Illumination
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From: David N. <da...@re...> - 2009-10-19 17:20:39
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Those forums are coming at it from a different perspective then games. E.g, doing fast raytracing/photon mapping applications. You'll see a lot of stuff on speeding up kd-tree's, CUDA/openCL etc. Though, there is a lot of good information and smart people that hang out there For games it seems like there are two approaches that would work, 1) Radiosity based solutions (or any pre-computed hierarchical light transport methods, wavelets, clustering, progressive refinement). Most of them are based on finite element methods. 2) Virtual point light/splatting style methods Here are some papers that can get you started (just a dump and no organization), A Meshless Hierarchical Representation for Light Transport Direct-to-Indirect Transfer for Cinematic Relighting Instant Radiosity Interactive Rendering of Interior Scenes with Dynamic Environment Illumination Precomputed Local Radiance Transfer for Real-Time Lighting Design Meshless Finite Elements for Hierarchical Global Illumination An approximate global illumination System for Computer Generated Films Wavelet Radiance Transport for Interactive Indirect Lighting http://kesen.huang.googlepages.com/sig2008.html http://kesen.huang.googlepages.com/sig2009.html Light Propagation Volumes Incremental Instant Radiosity for Real-Time Indirect Illumination A Hardware Architecture for Surface Splatting I really like the "A Meshless Hierarchical Representation for Light Transport" paper. A lot of the papers reference each other or reference lots of other good ones too. I'm sure there are a bit of people on this list that could help out if you have any specific questions. -= Dave -----Original Message----- From: Miles Macklin [mailto:mil...@gm...] Sent: Monday, October 19, 2009 9:06 AM To: Game Development Algorithms Subject: Re: [Algorithms] Real-Time Global Illumination The forums over at http://ompf.org/ are worth keeping an eye on. - Miles On Sun, Oct 18, 2009 at 11:37 PM, Gary Snethen <gsn...@cr...> wrote: > > Hey Gang, > > What are the best forums (or mailing lists, etc.) for serious discussions on > real-time approximations to global illumination and other advanced rendering > techniques? > > Is anyone here doing research in the area? > > Thanks! > > Gary Snethen > Lead Engine Programmer > Crystal Dynamics, Inc. > > ______________________________________________________________________ > This email has been scanned by the MessageLabs > ______________________________________________________________________ > > ------------------------------------------------------------------------ ------ > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9 - 12, 2009. Register now! > http://p.sf.net/sfu/devconference > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-lis t > ------------------------------------------------------------------------ ------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-lis t |