Radiosity using a hemisphere

Posted by P. Avery on Game Development See other posts from Game Development or by P. Avery
Published on 2013-10-31T19:54:39Z Indexed on 2013/11/01 4:20 UTC
Read the original article Hit count: 309

Filed under:
|
|
|

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded.

One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof.

How do I increase visibility?

Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... Screenshot of a scene rendered w/radiosity

fixed the problem by sampling the item buffer w/8 points: Screenshot of radiosity scene

© Game Development or respective owner

Related posts about c++

Related posts about shaders