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Re: Real-time Global Illumination [Re: darkinferno] #374800
06/21/11 18:55
06/21/11 18:55
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
3run, everything in games is faked. Everything -- not just in GS. You've just got to try and strike a balance between believability and efficiency.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Real-time Global Illumination [Re: darkinferno] #374802
06/21/11 18:58
06/21/11 18:58
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
"The thing I don't really like is, that most of sweet stuff in GS is always faked... "

REAL global illumination cannot be achieved easy - not in Gamestudio, no in Unity or whatsoever. The video shows the illumination of just one light, and i guess it wont use many traces or many reflections.

but what do we count as real...

Re: Real-time Global Illumination [Re: JibbSmart] #374805
06/21/11 19:03
06/21/11 19:03
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Yeah, that's true. But I really wish that someday GS will have enough examples and build-in shaders, effects and so on, so beginners and users which aren't good with shaders and effects could use/learn em. I never really saw anything similar to what we can see on that video, made by GS, I'm not saying that it's impossible to do, but I just never got a chance to see/use it frown

Rei@: could you please read description of the video? And why you need traces for reflections?


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Re: Real-time Global Illumination [Re: 3run] #374809
06/21/11 19:16
06/21/11 19:16
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Thats basically how that "reflections" work.
(at least from what I read about GI - and what I tested when using them non real time)

Re: Real-time Global Illumination [Re: Hummel] #382299
09/06/11 22:52
09/06/11 22:52
Joined: Sep 2011
Posts: 13
T
texcoord3 Offline
Newbie
texcoord3  Offline
Newbie
T

Joined: Sep 2011
Posts: 13
@Hummel - I have returned =]
Actually - I have a new system that is extraordinarily fast. Better yet, I invented a new technique "WSAO" which provides the highest quality ambient occlusion and radiosity effects for fully dynamic scenes in real-time (at real-time frame rates in large scenes). Sadly the second technique cannot be applied to Gamestudio as it requires dx10.1 or higher.

Check out the gallery or my page for screens and feel free to ask me questions =]

-Texcoord3 (foxfire)-

Re: Real-time Global Illumination [Re: texcoord3] #382313
09/07/11 06:20
09/07/11 06:20
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
I´ll take a look.

EDIT: link?

Last edited by Hummel; 09/07/11 06:23.
Re: Real-time Global Illumination [Re: Hummel] #382330
09/07/11 09:25
09/07/11 09:25
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh

Last edited by rojart; 09/07/11 10:03.

Regards, Robert

Quote
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