Add comment for
Playing around with Global Illumination
Enter the missing letter in: "Int?rnational"
[quote][b]Steve[/b] wrote: Nice work, especially for a short amount of time to work on it. I think the results are much better than scaled direct lighting, personally. I noticed some very common issues in the result, such as spurious light bleeding where geometry joins, I'm guessing this is probably because the method you're using to calculate involved rendering from the surface's point of view (that would certainly gel with a GPU accelerated version later), which because of the near plane, or lack of backfaces, you're 'seeing through' geometry from the surfaces point of view when in fact the view should be blocked. One nice little hack for this is to render backfaces for solid objects with a simple black colour to take that out of the equation - this can result in darker corners than intuition might suggest, but it can actually look similar to the way ambient occlusion does. Just my 2c :)[/quote]
[url] www.example.com [/url]
Imprint and Data Policy