martedì 17 gennaio 2012

Global illumination with Ogre: Color bleeding

As requested, here it is a screenshot of color bleeding in the reflective shadow maps demo:



lunedì 2 gennaio 2012

Global illumination with Ogre: Reflective Shadow Maps


This is a simple implementation of the paper: Reflective Shadow Maps by Carsten Dachsbacher and Marc Stamminger (University of Erlangen-Nuremberg). Despite this particular techinque is quite old, many other subsequent papers are based on this idea. I used Ogre and his deferred shading framework to build this app. By computing the indirect illumination with a low resolution image, the frame rate reaches 20 fps @ 1920x1080 with approximately 600.000 triangles (on a Radeon HD 5800). Source code will be provided soon (leave a comment if interested)