Why Half Life 2 looks great?
next thing engines will try to implement for realtime radiosity is spherical harmonic lighting. Check these links:
http://www.paulsprojects.net/opengl/sh/sh.html
a pdf doc:
http://www.research.scea.com/gdc2003/sp ... ghting.pdf
http://www.yasrt.org/shlighting/
Engines like Ca3de are planning to use this as an alternative to GI and radiosity in realtime.
http://www.paulsprojects.net/opengl/sh/sh.html
a pdf doc:
http://www.research.scea.com/gdc2003/sp ... ghting.pdf
http://www.yasrt.org/shlighting/
Engines like Ca3de are planning to use this as an alternative to GI and radiosity in realtime.
Afecelis up this link: http://www.paulsprojects.net/opengl/sh/sh.html
there is a example of Spherical Harmonic Lighting implemented in OpenGL,
is radiosity in real time!! and looks great!!!, the first time you load a scene, that is computed for a long time but once it be done is saved and dont need compute again anymore. Have source code too.
you are right Katoun... HDRI are used too.
there is a example of Spherical Harmonic Lighting implemented in OpenGL,
is radiosity in real time!! and looks great!!!, the first time you load a scene, that is computed for a long time but once it be done is saved and dont need compute again anymore. Have source code too.
you are right Katoun... HDRI are used too.
hey hey hey, r we forgettin? also, they all have the programming that game as their JOBS, not just something they do when they get home from work. that means that they have more time to develope more bugproof code, making the game better, optimize their code, allowing room for better graphics and other effects. also, theyre gettting paid, costing more money.
and about that $40 million and nothing not lookin great, anyone ever seen total recall? ugh.
and about that $40 million and nothing not lookin great, anyone ever seen total recall? ugh.