
Description
Hello,
So again after I while I'm posting some image and some info about my progress in graphics research of hybrid graphics rendering (and implementation of it in my game engine).
Okay this time no scene , but just well known Cornell box (If you're bored by global illumination stuff, then don't read this - GI heavy related stuff). So generally this is focused on GI.
Okay about principle - it's little similar to instant radiosity, basically I use ray tracer to shoot rays and calculate VPLs, I do this with several bounces. Then comes the part of lighting the model where I lit model with those VPLs.
Whole principle is slightly complicated (mainly due to optimisations), but whole solution is very fast and fully dynamic. I slightly slowed down scene with adding recursive reflections on spheres (with hybrid rendering it's very simple and pretty fast).
Anyway I sample VPLs just for color bleeding and indirect illumination, ambient occlusion is done with help of few rays very quickly (just google to net and you will find lots of papers on this topic).
So here is video of the solution in action - .
I hope to hear some commentaries and opinions from you (ask about algorithm if you wish to know more about it - i might even add some pseudo code here) - thinking about writing a paper onto this (or maybe some blog+papers on my website on GI topic generally).
And due to one guy I even got idea to try interactive photon mapping (which isn't so different from this) - just need to cast rays as in this technique (but reflect/refract them ... not just compute VPLs) and compute photon map from this (instead of VPLs), and then somehow to do final gathering (hope to come with some cool idea how to final gather enough quick to be interactive).
*btw. VPL - Virtual point light (though I hope you already know this)












