{"id":502,"date":"2011-11-30T14:35:27","date_gmt":"2011-11-30T13:35:27","guid":{"rendered":"http:\/\/www.giobatta65.com\/?p=502"},"modified":"2022-04-04T14:47:23","modified_gmt":"2022-04-04T13:47:23","slug":"radiosity-tech-demo","status":"publish","type":"post","link":"https:\/\/www.giodalnegro.com\/?p=502","title":{"rendered":"Radiosity Demo"},"content":{"rendered":"<p style=\"text-align: left;\">This is an abstract from Chimera that demonstrates the generation of Lightmaps using the internal radiosity process, the image above represents the functioning demo you can download here:<\/p>\n<p style=\"text-align: left;\"><a href=\"http:\/\/www.giodalnegro.com\/files\/RadiosityWin.zip\">Download RadiosityWin.zip<\/a> (0.5MB Windows)<br \/>\n<a href=\"http:\/\/www.giodalnegro.com\/files\/RadiosityOSX.zip\">Download RadiosityOSX.zip<\/a> (1.4MB, macOS)<\/p>\n<p style=\"text-align: left;\"><strong>About Radiosity<\/strong><br \/>\nRadiosity assures the full handling of global illumination, shadows generation and efficient light distribution however, like any other raytracing legacy process, it is very slow.<br \/>\nA common trick is to calculate radiosity not per point (&#8220;pixel&#8221; of a surface) but per vertex, then use OpenGL blending capabilities to interpolate color\/luminance value between vertices.<\/p>\n<p>This involve multiple, faster, pass first reiterating vertices segmentation (at least until shadows are generated..):<\/p>\n<p><a href=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/raddiv.jpg\"><img decoding=\"async\" title=\"raddiv\" src=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/raddiv.jpg\" alt=\"\"\/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>then accumulating values using multiple pass:<\/p>\n<p><a href=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/Screen-Shot-2011-11-22-at-14.37.47.jpg\"><img decoding=\"async\" title=\"Screen Shot 2011-11-22 at 14.37.47\" src=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/Screen-Shot-2011-11-22-at-14.37.47.jpg\" alt=\"\"\/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>in this demo the result, using only vertices (and not single points) in three step requires less than 0.5 seconds to generate decent lightmaps:<\/p>\n<p><a href=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/radpasssample.jpg\"><img decoding=\"async\" title=\"radpasssample\" src=\"http:\/\/www.giodalnegro.com\/wp-content\/uploads\/2011\/11\/radpasssample.jpg\" alt=\"\"\/><\/a><\/p>\n<p>In this demo the exe calculate and saves the generated lightmap texture for every object.<br \/>\nThis way when you launch the scene again you can use the lightmap from the previously processed scene WITHOUT having the radiosity processor redo all the calculations from start.<br \/>\nLightmaps textured are stored in the DATA folder, named &lt;obj&gt;_xx_LITE.PNG.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is an abstract from Chimera that demonstrates the generation of Lightmaps using the internal radiosity process, the image above represents the functioning demo you can download here: Download RadiosityWin.zip (0.5MB Windows) Download RadiosityOSX.zip (1.4MB, macOS) About Radiosity Radiosity assures the full handling of global illumination, shadows generation and efficient light distribution however, like any [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":637,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[8],"tags":[178,36,34,78,70],"class_list":{"0":"post-502","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-windows","8":"tag-lightmapping","9":"tag-opengl","10":"tag-radiosity","11":"tag-realtime-radiosity","12":"tag-rt","13":"czr-hentry"},"_links":{"self":[{"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/posts\/502","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=502"}],"version-history":[{"count":11,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/posts\/502\/revisions"}],"predecessor-version":[{"id":2324,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/posts\/502\/revisions\/2324"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=\/wp\/v2\/media\/637"}],"wp:attachment":[{"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=502"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=502"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.giodalnegro.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=502"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}