3 ms·
It would have been nice to see even one example scene which would have demonstrated indirect lighting more clearly, something like this one (linked from the art
by zokier 4y ago
It would have been nice to see even one example scene which would have demonstrated indirect lighting more clearly, something like this one (linked from the article) https://vimeo.com/214264003 https://vimeo.com/214264003 where you can nicely see the blue/red tint on the white floor.
edit: oh, apparently bounce lights are bit of a kludge here, from github readme:
> To bounce light, the previous frame is referenced and emissive surfaces from that frame are added to the current frame. This means every frame, light bounces to one additional surface.
- still_grokking 4y ago> https://vimeo.com/214264003 https://vimeo.com/214264003 That's looks extremely cool! Are there any (app) GUIs based on such techniques?
- snovv_crash 4y ago> apparently bounce lights are bit of a kludge here I actually find it really cool. Normally we treat light in rendering as having infinite speed, but this somehow models the speed of light as being one-reflection-per-frame. I wonder if this could unlock some kind of physics changes with polarization as well and work this into the game mechanics.
- posterboy 4y agoI don't know about game mechanics but light travels far in 20ms, ca. 2km I reckon (in vacuum)