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Voxels would be too heavy. I have worked with volume rendering before and it's way too expensive to do it at this scale (although their scene with the light pas
by photon137 14y ago
Voxels would be too heavy. I have worked with volume rendering before and it's way too expensive to do it at this scale (although their scene with the light passing through the volumetric smoke column kind-of defied this).
Some real-time version of PRT? "RTRT"?
- dualogy 14y agoTurns out it IS voxels! https://twitter.com/Icare3D/status/211404654062481408 https://twitter.com/Icare3D/status/211404654062481408 (Of course the (fairly lo-res compared to your screen) voxelized geometry representation is not rendered directly to screen ala Atomontage or Gigavoxels -- the the GI is based on RT scene voxelization and approximate cone-tracing.) Well that's awesome because at least there's (A) a paper for this (grokking it is another matter) and (B) seems like it runs really smoothly on next-gen GPUs!
- photon137 14y agolo-res being the key :) I can see how the voxel representation would be computed and made resident in GPU memory. What's amazing to me, that such a highly branched computation algorithm is now possible in real-time on a GPU! (we had branching available since SM 3.0 - but was "not recommended")
- deleted 14y ago[deleted]