jueves, 21 de febrero de 2008

Realtime irradiance



...and (almost) free! :)

Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too).

This is the realtime radiance calculation:


albedo:


Ambient occlusion + irradiance + shadows = Global ilumination?? :)

3 comentarios:

Fox dijo...

Sorry. Look please here

Alejandro dijo...

Hi there!.
How do you achieve the irradiance? When fetching DepthMap samples for AO also fetch the color for that same pixel?

chelvis dijo...

Yes, very easy :)