source: GTP/trunk/App/Demos/Illum/EnvMap/! README.txt @ 1488

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2                            Indirect Diffuse and Glossy Illumination on the GPU
3                                  István Lazányi and László Szirmay-Kalos
4                                                TU Budapest
5
6
7           Contact | Abstract | System requirements | Controls | Troubleshooting | Documentation
8
9Contact
10
11        +-----------------------------------------------------------------------------------+
12        |      IF YOU EXPERIENCE TECHNICAL PROBLEMS OR YOU WOULD LIKE TO INTEGRATE THE      |
13        |  SOURCE CODE INTO YOUR APPLICATION, DO NOT HESITATE TO CONTACT US FOR ASSISTANCE. |
14        +-----------------------------------------------------------------------------------+
15        |                   MAILTO: ilazanyi@freemail.hu, (szirmay@iit.bme.hu)              |
16        +-----------------------------------------------------------------------------------+
17
18Abstract
19
20We present a fast approximation method to obtain the indirect diffuse or glossy reflection on a dynamic object, caused by a diffuse or a moderately glossy environment. Instead of creating a diffuse/specular irradiance map with precalculated values we perform all calculations on the fly. Supposing that the environment map representing the environment is downsampled, the method can run in real-time and provide visually pleasing results.
21
22System requirements
23
24Pixel shader 3.0 compatible video card with DirectX 9c driver. DirectX SDK, Visual Studio .NET 2003 to build the source code.
25
26Controls
27                                      APPLICATION CONTROLS
28                               
29                                F1: Display this help text
30                                Quit: ESC
31                                F8: Switch to Wireframe mode
32                               
33                                Left click+drag: Rotate mesh
34                                Mouse wheel: Zoom
35                                Arrow keys: Move object
36                               
37                                L: [L]oad params
38                                S: [S]ave params & take SCREENSHOT
39                                R: [R]eset params
40                               
41                                      MESH OBJECT CONTROLS
42                               
43                                O: show 3 mesh [O]bjects
44                                F: show [F]ireballs
45                                Ins, Del: scale mesh object
46                                Home, End, or 0-9: choose mesh object
47                                gray +,-: adjust intensity
48                                gray /,*: adjust specular shininess
49                               
50                                    ALGORITHM-SPECIFIC CONTROLS
51                               
52                                TAB,Q: choose shading method
53                                N,M: choose cube map resolution
54                                A: refresh cube maps for every frame
55                                SPACE: refresh cube maps MANUALLY
56                                C: choose visualized [C]ube map
57
58Troubleshooting
59
60- display driver
61
62If you experience strange errors or artifacts, the first thing to do is to to update your display driver.
63
64- DirectX SDK
65
66The application was tested with the following Microsoft DirectX 9.0 SDK versions:
67  - Oct 2005 (during development)
68  - Jun 2006 (final testing)
69
70Porting to the new version was achieved by simply updating the DXUT files in the Common folder. To generate these files, we started the DirectX Sample Browser, and installed an EmptyProject(C++) project. The generated Common subfolder was used then to replace the old DXUT files. Otherwise, an error message "Incorrect version of Direct3D and/or D3DX." is displayed.
71
72Documentation
73
74We hope that you find the enclosed Doxygen documentation useful.
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