Deferred global illumination

15.09.2009 16:17 in Global Illumination

deferred.jpg

I've made another GI demo, this time I'm using deferred shading to spawn multiple light sources. It's using OpenGL 3.2 with explicit multisample, so I have real antialiasing (and it's still running on Windows XP, DX fanboys!). You can check out the demo: multisampled.rar. Visual Studio 2008 redists are required.

Comments:

  1. Riddlemaster

    Riddlemaster:

    Damn everyone is switching to English these days :) Interesting what is the performance (sorry to lazy to run the demo :) ) could you write more about the way you're doing it (I mean GI not DS/multisampling)?

    16.09.2009 09:30:00

  2. Tomasz Dąbrowski

    Tomasz Dąbrowski:

    Well, word about performance: in this scene I've got over 60 FPS in 768x768 with 4x AA. I'll try with hi-poly scene to see how does it behave with more complex data. And I use GF9800GT and Intel E2160.

    To do GI, I create multiple lights sources in empty space. Then I perform raycasting (N rays in random directions) to compute light bleeding and occlusion. And in lighting shader I mix diffuse light with ambient.

    16.09.2009 11:04:30

  3. ima

    ima:

    Demo won't run for me at all.
    When I launch it nothing happens, loading cursor appears for half a second then disappears.
    Running 64-bit Windows 7

    20.12.2009 05:25:11

  4. imho

    imho:

    Same here, doesn't do anything on Win7 64.

    08.04.2010 12:48:04

  5. kronox

    kronox:

    Is there any way you could release the source code for this? I would very much like to see the code over the demo (which will not run on windows 7).

    18.05.2010 03:52:52

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