1 | GameTools standalone tool:
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2 |
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3 | Real-time global illumination
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4 | #############################
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5 |
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6 |
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7 | Provided effect:
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8 | #################
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9 |
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10 | Indirect illumination with Precomputed Radiance Maps (PRM)
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11 |
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12 | Standalone final rendering (real time GI) application without or with [if
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13 | GENERATE_PATH_MAPS is defined in PathMapEffect.cpp] PRM precomputing
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14 |
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15 |
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16 | Algorithm benefits:
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17 | ###################
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18 | Provides real-time indirect illumination. As opposed to static light maps,
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19 | actual lighting conditions influence indirect illumination. The effect is
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20 | achieved by combining multiple 'PRM panes' (partial "light maps") according to
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21 | current illumination of 'entry point clusters'.
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22 |
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23 | As opposed to PRT (precomputed radiance transfer), no tessellation (finite
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24 | elements) is needed, and near light sources are handled. (We do not assume
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25 | infinitely distant
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26 | environment lighting.)
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27 |
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28 | Accuracy of PRMs depends on the number of entry points used, influencing
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29 | preocessing time only.
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30 |
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31 | Final rendering requires a compositing of PRMs, where performance depends on the
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32 | number of 'entry point clusters' considered for an object. As many texture
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33 | fetches as clusters are needed. A lower number of clusters will result in
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34 | indirect illumination which is less responsive to actual lighting, but still
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35 | plausible. (A single cluster would reproduce a static light map which is scaled
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36 | according to the total direct illumination.)
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37 |
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38 |
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39 | Build:
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40 | ######
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41 | This is a standalone DirectX 9.0 application, compiles under Visual C++ 2003
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42 | with DirectX SDK April 2006 (identical to June 2006).
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43 |
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44 | Parameters (PRM resolution, shadow map resolution, #entry points, #clusters,
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45 | etc.) are hardcoded as #define directives in PathMapEffect.h.
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46 |
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47 | GENERATE_PATH_MAPS in PathMapEffect.cpp must be defined to perform precomputing,
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48 | outputting textures to the PRM subfolder. Otherwise, PRM textures are loaded
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49 | from the PRM subfolder.
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50 |
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51 |
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52 | Usage notes:
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53 | ############
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54 | - as precomputing is used, this tool should be used for static level geometry
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55 | - multiple static objects are supported and encouraged: every object will use a
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56 | set of most important PRM panes
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57 | - models must have unique texture mapping (just like light maps)
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58 |
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59 | - there is no support for any particular 'level geometry' discription format.
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60 | DirectX .x files and referenced textures are loaded from code.
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61 | - To include the method in a particular engine, the level geometry should be
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62 | used to compose the scene which is used to generate the PRM textures. Final
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63 | compositing must be implemented in the shader system of the game engine,
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64 | assigning the computed PRMs to the respective objects as textures.
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