lunedì 2 gennaio 2012

Global illumination with Ogre: Reflective Shadow Maps


This is a simple implementation of the paper: Reflective Shadow Maps by Carsten Dachsbacher and Marc Stamminger (University of Erlangen-Nuremberg). Despite this particular techinque is quite old, many other subsequent papers are based on this idea. I used Ogre and his deferred shading framework to build this app. By computing the indirect illumination with a low resolution image, the frame rate reaches 20 fps @ 1920x1080 with approximately 600.000 triangles (on a Radeon HD 5800). Source code will be provided soon (leave a comment if interested)





11 commenti:

  1. I would certainly be interested in your implementation of global illumination for Ogre. Thanks.

    RispondiElimina
  2. Very interesting I'm also interested in the source.

    What licence are you planning to use for it ?

    RispondiElimina
    Risposte
    1. Free software as Ogre, that is MIT License. You have just to include the license text.

      Elimina
  3. I'm working on a similar project with ogre. Would be great to have a working example to help me along :P source code please! lol

    RispondiElimina
  4. Questo commento è stato eliminato dall'autore.

    RispondiElimina
  5. Your realisation GI using LPV?

    RispondiElimina
    Risposte
    1. No...an older method, which is, however, part of the foundation of LPV

      Elimina
  6. Are you going to release this source code? I would like to include it my open source engine.

    RispondiElimina
  7. Hi,
    If it's possible, please, share the source code for me: esyrtcov@gmail.com or engine_pro@mail.ru

    RispondiElimina