Hi Toni,
Antonio Bleile wrote:
> Hi,
>
> what if I would like to add radiosity into my
> scenes? Can you recommend a library that does
> the job (possibly in realtime)? And how does
> it integrate in OpenSG? Anybody ever tried?
> I know some guys at the IGD work(ed) on that
> (e.g. wkresse) but I doubt they use OpenSG, or do
> they?
>
IGD did a resdesign of the Radiosity system that was based on OpenSG,
but it had separate data structures for the Radiosity part, so it was
and wasn't based on OpenSG. ;)
I'm not aware of any other Radiosity system that you could use.
Honestly, these days not many people still do Radiosity, especially for
realtime things. Ambient Occlusion is easier to calculate and gives you
nice soft shadows, too. Many modelers can bake them into models, so
that's the easiest way to get them. There are some papers about
realtime, mostly using them via spherical harmonics, but they don't
update in realtime very well. NVidia has a paper in one of the Shader
books about a hack that runs in realtime, and there are precalculated
Ambient Occlusion Fields that can help, but I don't think anybody has an
implementation for OpenSG of those (I'd love to have one, though ;).
I did some GPU-based Ambient Occlusion processing for a company in the
past, I might be able to convince them to Open Source it, but that will
take a while and it's currently just vertex-based. It was designed for
large models, so I've never tried running it in a loop for realtime action.
Just some ideas
Dirk
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