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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