Radiosity...
Does anyone can point me in the direction how to simulate/creating a plug in renderer to simulate radiosity in Vizard?
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Well, radiosity is a very compute-intensive way of determining the diffuse-to-diffuse light transport from surface to surface. There's no "real time" way to compute this, and as objects move, any computation would have to be done over. Each polygon in a scene affects every other polygon in a scene, and the effect is proportional to their surface areas. So for a scene with N polygons, you are talking at least N*N complex calculations to determine any extra lighting effects.
To emulate either radiosity in a static scene, or ambient occlusion on each individual object in a scene, the typical approach would be to divide your geometry mesh into smallish polygons, and precompute a UV texture map or a set of vertex colors that can be applied to the mesh during rendering. This precomputed information is just like a color texture image or vertex colors, except it affects the lighting values on the model instead of the surface color. I hope that's enough to start googling. |
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