![]() Combined with screen-space diffuse rays, it gave plausible results, but the amount of cubemaps had to be enormous to cover medium frequency GI phenomenas. This was done at runtime and the cubemaps were updated when the lighting (or scene) had changed in their radius of influence. It placed cubemaps at positions where the average lengths or random rays that were cast from the cubemap were locally maximized. Even Voxel Cone Tracing struggles with pixel sharp off-screen reflections.įor the previous version of our renderer, we used an automated cubemap placement algorithm. Therefore, solutions like Light Propagation Volumes are not suitable. Since we want to change the time of day instantaneously and want very little loading times, light map baking is not an option.Īdditionally, glass is a design element of high importance – which means, we need sharp and correct reflections. Ideally, we want a GI solution that can be scaled across different hardware capabilities and can even produce photorealistic, crisp images at offline quality – if given a bit more time. Even for undetailed geometry without a lot of lights, it enables the viewer to grasp the underlying ideas and scales. Since CAD data is not specially prepared for real time rendering, global illumination is of high importance.
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