🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Realtime Indirect Illumination using RSM

Started by
5 comments, last by GameDev.net 11 years, 8 months ago
Screenshots of realtime Indirect Illumination using Reflective Shadow Maps and SSAO.
All assets are done by me except the curtain texture is from the famous sponza atrium.

Click here to view the iotd
Advertisement
i dont se shadows...
Looks great.
So, just, virtual point lights, no bounce occlusion? Looks neat.
Very nice, very atmospheric.
- Jeff Leigh
rightbraingames.com
Looks good - i've tried some RSM some time ago and then extended it to quite robust solution (with secondary shadows, etc.

Try using small shadow maps for each VPL :) - this way you'll get some nice occlusion - then you can start doing tricks on optimizing it. Quite good are so called imperfect shadow maps, you can also try different approachs on optimizing shadow maps generation and achieve high performance GI.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

Sacs Burberry
Sacs Coach
Coach bourse
Coach sac
Sacs Ferragamo
Sacs Giorgio Armani
Sacs Gucci
Gucci bourse
Gucci sac
Gucci sac à main
Sacs Hermes
Sacs Jimmy Choo
Sacs Louis Vitton
homme Louis Vitton sac à main
Louis Vitton bourse
Louis Vitton sac
Louis Vitton sac à main
Louis Vitton sac à provisions
Sacs Marc Jacobs
Sacs MIU MIU
Sacs Prada
Sacs ToryBurch

This topic is closed to new replies.

Advertisement