2d realtime radiosity - sorry for the editing, all i can do is trim and crop! v.redd.it/l7akpa0vhfr61
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πŸ‘€︎ u/noncopy
πŸ“…︎ Apr 05 2021
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2d realtime radiosity v.redd.it/l7akpa0vhfr61
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πŸ‘€︎ u/noncopy
πŸ“…︎ Apr 05 2021
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2d realtime radiosity - sorry for the bad edit, all i know is trim and crop and this time i forgot the crop v.redd.it/l7akpa0vhfr61
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πŸ‘€︎ u/noncopy
πŸ“…︎ Apr 05 2021
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Radiosity vs OGL be like:
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πŸ“…︎ Aug 01 2020
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πŸ‘€︎ u/crystallize1
πŸ“…︎ Aug 16 2020
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Combining Radiosity and Raytracing (again!): HighOmega v3.02, final release before game! v.redd.it/dqcn91jar2051
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πŸ‘€︎ u/too_much_voltage
πŸ“…︎ May 21 2020
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Two-pass radiosity & ray traced rendering from research paper "A Two Pass Solution to the Rendering Equation: a Synthesis of Ray Tracing and Radiosity Methods" (1987)
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πŸ‘€︎ u/siliconclassics
πŸ“…︎ Dec 12 2019
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Factory radiosity render produced by the Cornell University Program of Computer Graphics (1988)
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πŸ‘€︎ u/siliconclassics
πŸ“…︎ Dec 05 2019
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Combining Radiosity and Raytracing (again!): HighOmega v3.02, final release before game! v.redd.it/dqcn91jar2051
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πŸ‘€︎ u/too_much_voltage
πŸ“…︎ May 21 2020
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Trying to make sense of Source engine's "Radiosity Normal Mapping"

I've experience with a variety of graphics programming techniques and developing various rendering engines around them over the last two decades. I'm well-rehearsed with all the modern rendering techniques like G-buffers, cascaded shadowmapping, voxel-cone tracing, along with all the older ones that have come down the pipe such as stencil shadows, light-mapping, and even back further during the era of mode13h VGA software rendering (affine texture-mapping in assembly anyone?). I'm just trying to establish my level of experience because in spite of it this one technique has always eluded my understanding: how the Source engine's normal mapped radiosity works. It seems like it should be pretty simple and rather easy to understand, but I can't seem to fit the pieces together in my head for whatever reason.

Here's the original publication: https://steamcdn-a.akamaihd.net/apps/valve/2004/GDC2004_Half-Life2_Shading.pdf

At first glance, about 15 years ago, I thought that I understood how it worked: they're basically storing directional information in the lightmaps now along with brightness/color. Seems pretty clever and was definitely very effective ...But after actually thinking about it deeper over the last few years I realize that I have no idea what the heck is actually happening.

I've gone over the slides that depict a cave scene with a campfire burning and a few other light sources, where it shows how the three different radiosity lightmaps each pertain to a different orthogonal direction in the custom basis. What I'm struggling to understand is how this strategy allows for the representation of any amount of light brightness and color to arrive from virtually any number of directions at a specific point on a surface. It seems like it would only be able to indicate one specific direction that light is arriving from for each point along world geometry surfaces, or maybe just three, as opposed to something more akin to a light-field or even just a low-res hemisphere representing the different light converging on any point.

Why, or how, is having 3 lightmaps representing 3 different directions light is shining from at all different from just storing 0.0-1.0 mapped XYZ values the way a normal map does in a 3-channel texture? How can two lights on opposite edges of a surface, that are two different colors, properly illuminate a normal-mapped material on that surface to appear as though it's being lit from both sides by two different colored light sources ?

... keep reading on reddit ➑

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πŸ‘€︎ u/deftware
πŸ“…︎ Dec 02 2019
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2D Realtime Radiosity v.redd.it/ibjp59rpb8k11
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πŸ‘€︎ u/HellGate94
πŸ“…︎ Sep 04 2018
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Radiosity by BLPH
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πŸ‘€︎ u/Lol33ta
πŸ“…︎ Apr 14 2019
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Radiosity global rendering technique

I have mobile home design project. So you can draw walls, place furniture and so on. And then see it in 3D.

So it is mobile, but the scene is completely static, so I want to precalcute/bake as much as possible. While it shouldn't take too long anyway. So how it goes:

All the generated geometry like walls/floor/ceiling is triangulated using constrained refined Delaunay triangulation (that was pain to implement, actually). The (rather) highpoly furniture has smaller LOD variant whose triangles are used in the lighting calculations.

The lighting calculation goes like:

  1. throw the light on those polygons

  2. Each polygon now is new light, cast it on all other polygons that are visible from this polygon. Some part of light is absorbed.

  3. Repeat step 2 till there's significant amount of bouncing light.

Then render walls/floor/ceiling (each triangle is split in 4 for color interpolation). Then lighting for highpoly models is approximated using spherical harmonics using each models environment. Somewhy higher order harmonics work badly, so now it is like each highpoly model has it's own directional and ambient light.

I'm building visibility map for all the polygons and that is the slowest part. As there are may rays to cast. I'm using octree for that, while k-d tree should be better (I discovered that too late). Also, there are visibility maps for lights, like if triangle number i is visible for this light. They are much smaller and faster to build. The typical number of triangles processed is like 1000 - 3000. 10000 being very slow.

The biggest problem is that triangulation is not going along shade edge, so the shade edge looks bad and shaky. Example: http://imgur.com/9K5YVMt triangulaion is http://imgur.com/lBm37ZT

I'm thinking about breaking the light rendered in two parts - the first step's edgy direct light, and the indirect light. The indirect light should be rather smooth, so if there's a way to get direct light fine, it'll look good. Aside from mixing the two lights, as they are HDR, and probably mobiles don't support HDR textures and framebuffers. And I don't really know how to get nice direct light for the case.

As for light types - there could be triangles that emit light in the beginning, point lights, and directional light for the direct sunlight through windows.

So, well, advices/suggestions/questions are welcome.

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πŸ‘€︎ u/lazyubertoad
πŸ“…︎ Nov 11 2016
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2D Realtime Radiosity v.redd.it/ibjp59rpb8k11
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πŸ‘€︎ u/HellGate94
πŸ“…︎ Sep 04 2018
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Cornell box render with Local Line Radiosity
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πŸ‘€︎ u/aolo2
πŸ“…︎ Feb 25 2018
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Radiosity, a Global Illumination method. Possibly a cool addition to Godot? partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Atulin
πŸ“…︎ Feb 11 2019
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A Little About Radiosity Global Illumination partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Taste_Of_Cherry
πŸ“…︎ Feb 11 2019
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A Little about Radiosity Global Illumination (Graphics Programming) partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Taste_Of_Cherry
πŸ“…︎ Feb 11 2019
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Super Cell Shader Rendered with Radiosity: Monte Carlo & Glow youtube.com/attribution_l…
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πŸ‘€︎ u/DaSick1
πŸ“…︎ May 28 2019
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A Little About Radiosity Global Illumination partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Taste_Of_Cherry
πŸ“…︎ Feb 11 2019
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Know More about Radiosity, a Global Illumination Method partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Taste_Of_Cherry
πŸ“…︎ Feb 11 2019
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Tetris + Realtime GI (Radiosity) vimeo.com/243877934
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πŸ‘€︎ u/Thomas_Diewald
πŸ“…︎ Nov 22 2017
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Realtime GI (2D radiosity + physics), R&D tech vimeo.com/226784500
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πŸ‘€︎ u/Thomas_Diewald
πŸ“…︎ Jul 24 2017
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Augmented Reality will let us visualize pollution, radiation, radiosity in real time. readyplayerworld.weebly.c…
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πŸ‘€︎ u/nickmarks
πŸ“…︎ Oct 29 2015
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A Little about Radiosity Global Illunination partlyshaderly.com/2019/0…
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πŸ‘€︎ u/Taste_Of_Cherry
πŸ“…︎ Feb 11 2019
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PS4 Blowout: GPGPU, DirectX 11; Sony London to "Set the Bar for the Industry", Global Illumination, Instant Radiosity, More playstationlifestyle.net/…
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πŸ‘€︎ u/dapperlemon
πŸ“…︎ Dec 06 2012
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Python’s str.isdigit vs. str.isnumeric, Retrieving function arguments while unwinding the stack, A Little about Radiosity Global Illumination mailchi.mp/humanreadablem…
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πŸ‘€︎ u/pekalicious
πŸ“…︎ Mar 06 2019
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Tetris + Realtime GI (Radiosity) vimeo.com/243877934
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πŸ‘€︎ u/Thomas_Diewald
πŸ“…︎ Nov 22 2017
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Lighting and shadow casting algorithms can be very roughly divided into two categories; Direct Illumination and Global Illumination. This article will briefly discuss the two approaches, then give an in-depth study of one Global Illumination method, Radiosity. freespace.virgin.net/hugo…
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πŸ‘€︎ u/shenglong
πŸ“…︎ Sep 21 2011
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Deferred lighting used to create instant radiosity. Looks awesome! infinity-universe.com/Inf…
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πŸ‘€︎ u/RobbieGee
πŸ“…︎ Dec 11 2009
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R&D, Realtime GI (Radiosity) and LiquidFun/Box2D vimeo.com/226554155
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πŸ‘€︎ u/Thomas_Diewald
πŸ“…︎ Jul 22 2017
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Realtime 2D Radiosity – Global Illumination for 2D Scenes thomasdiewald.com/blog/?p…
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πŸ‘€︎ u/numlok
πŸ“…︎ May 10 2017
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Any tutorial to learn how to implement radiosity on Opengl?

Hey guys! I've been dying to learn about the implementation of global ilumination techniques for real time rendering. I saw a bunch of video of people on YouTube implementing radiosity with opengl, but I've searched all day and I can't find a good place to start to build my own. Do you guys know a good tutorial or reference? Any help would be incredibly appreciated, I'd give anything to make my own engine!

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πŸ‘€︎ u/jsevamo
πŸ“…︎ Sep 17 2017
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Common implementation of 'bloom' and 'heavy brown tint' in video games is used to mask the inability of developers to properly visualize a feature of light called 'Radiosity.' tvtropes.org/pmwiki/pmwik…
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πŸ‘€︎ u/Rubin0
πŸ“…︎ Jan 26 2011
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How do people get that soft radiosity-like lighting?

You know, the real soft lighting that gets darker in the inner corners of blocks? Seen here (not my pictures): http://imgur.com/a/XxVyM/smp_canal_project

I'm playing on a Mac, and AFAIK I've not seen such a setting, unless I haven't looked hard enough at the 'fancy' setting.

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πŸ‘€︎ u/whatthepoop
πŸ“…︎ Dec 28 2010
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Radiosity vs Ambient Occlusion

I have been doing some tutorials to generate some architectural renders. If I am already using Radiosity to render an image, why is AO necessary?

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πŸ‘€︎ u/bigdukesix
πŸ“…︎ Jul 21 2014
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Battlefield 3's radiosity engine is NOT NEW: The same middleware they're using was showcased almost 3 years ago. So if you're worried that your computer won't be able to handle realtime deferred lighting, it just might. youtube.com/watch?v=IbT8Y…
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πŸ‘€︎ u/nmezib
πŸ“…︎ Feb 07 2011
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Reducing flicker from interpolated radiosity while animating a light [Lightwave3D] youtu.be/wyns-sECeyI
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πŸ‘€︎ u/cgb777
πŸ“…︎ Jan 24 2017
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Geomerics develops real-time (100FPS) radiosity geomerics.com/index.php?p…
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πŸ‘€︎ u/genneth
πŸ“…︎ Jul 11 2006
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