"accurate relatime radiosity" and "inaccurate real time radiosity". Funny.
Very funny.
 Last time I checked  radiosity term means the RADIANT EXITANCE,
representing the
ammount of flux  leaving a surrface, as oposed to irradiance, which is the
flux when it
reaches a surface.

I cant recall any other definition for radiosity. So you either calculate
it, either not.

@You'd probably be  100% correct if Valve was claiming to have fully
accurate realtime

Accurate or inaccurate, radiosity means only one thing. Even simplifing the
radiosity
equations to a certain degree wont gain you too much.


@"Amusingly enough ...."

Yes, I mentioned this in an earleir post. If you read that article you can
start to make
an ideea about the problem. And how easy is to make it "real time" :P



----- Original Message -----
From: "Bob Aman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 29, 2004 3:09 PM
Subject: Re: [hlcoders] re: false claim of real-time radiosity support in
Source Engine


> > It *should be* painfully obvious to any student of computer graphics
technology
> > that the claim is false.
> >
> > Why?
> >  [snip]
>
> Unfortunately, you make one big assumption that is flawed because you
> failed to take into account the possibility that Valve isn't worried
> about modelling radiosity completely accurately.  You'd probably be
> 100% correct if Valve was claiming to have fully accurate realtime
> radiosity support.  However, they do not make this claim, and it seems
> to me that given that there are articles out there on doing inaccurate
> realtime radiosity, you're probably overreacting.
>
> For instance:
> http://www.gamedev.net/reference/programming/features/rtradiosity/
>
> Amusingly enough, I found an article on ACM about doing realtime
> radiosity as well, but it basically consisted of "throw lots of
> hardware at the problem".
> --
> Bob Aman
> http://www.rapidcanvas.com
>
> _______________________________________________
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