i would suggest that you used, if posible, void* pointers, because using u32 won't be portable to 64 bit compilers, which is something that in the world of GI calculation you really want.devsh wrote: ...The handle in this case is a u32 index (number)...
Global Illumination creator for Static Meshes
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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huffyuv is a video compression and I'm sure it only works on windowsmongoose7 wrote:Maybe Google "huffyuv"?devsh wrote:Anyone knows a good lossless compression system for images??? (I could use zip but its really not made for the job)
Ha-ha, equidistant points on a sphere. Probably equivalent to the Riemann Hypothesis.
This static ambient occlusion is impressive based on TV3D, it's a good solution for GI. I really want to try move it to irrlicht, but I'm not quite understand the algorithm or VB.net(the sample). It use both raytracer and hemicube two solution to calculate and save the info into the model. And on my HD 3650, it runs 600+FPS.
http://theinstructionlimit.com/static-ambient-occlusion
http://www.truevision3d.com/forums/show ... 674.0.html[/img]
http://theinstructionlimit.com/static-ambient-occlusion
http://www.truevision3d.com/forums/show ... 674.0.html[/img]
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The huge downside to this technique is that it's completely static and therefore not suitable for dynamic environments (ie. you can't move any objects or the lighting will appear incorrect)baiqian wrote:This static ambient occlusion is impressive based on TV3D, it's a good solution for GI. I really want to try move it to irrlicht, but I'm not quite understand the algorithm or VB.net(the sample). It use both raytracer and hemicube two solution to calculate and save the info into the model. And on my HD 3650, it runs 600+FPS.
http://theinstructionlimit.com/static-ambient-occlusion
http://www.truevision3d.com/forums/show ... 674.0.html[/img]
Also, this technique is per-vertex so I doubt it'd look that impressive on meshes with a low vertex density
And devsh is talking about a Global Illumination algorithm, not just an ambient occlusion algo; it's true that AO plays its role in GI calculations, but AO is not the same as a full GI implementation
haha.. from what I gathered from the truvision3d forum.... the GI is made by iterating through the triangles of the model and counting how much each contributes to GI
Obviously this fastly becomes a O(n!) calculation which has similar performance to a brute force n-body simulation, not mentioning you have to do it for every frame of an animation and skinned meshes totally F***ck up
In fact... if you really wanted to I could write you a global illumination function in C++ which would calculate disk to disk based AO+GI based on the Nvidia paper in under 3 hours.
Obviously this fastly becomes a O(n!) calculation which has similar performance to a brute force n-body simulation, not mentioning you have to do it for every frame of an animation and skinned meshes totally F***ck up
In fact... if you really wanted to I could write you a global illumination function in C++ which would calculate disk to disk based AO+GI based on the Nvidia paper in under 3 hours.