Elvek, Johan - "OGRE is a popular open source rendering engine that offers an extensive set of core features. For more advanced rendering techniques, however, the engine must be extended in various ways. The term Global Illumination (GI) is often used to describe both the effects of inter-reflecting light, and the algorithms that achieve them. Normally associated with off-line techniques, such as path tracing, recent years have seen an increase in the number of algorithms that achieve effective approximations of GI, suitable for real-time rendering. Such algorithms are by necessity complex, and to incorporate them into OGRE is a non-trivial task. This thesis examines a number of interesting GI algorithms, and then describes the process of extending OGRE with one of them: Light Propagation Volumes."
to reference https://gupea.ub.gu.se/handle/2077/30096
to pdf https://gupea.ub.gu.se/bitstream/2077/3 ... 0096_1.pdf
if they did that already and im just dumb.. oops my bad
Extending OGRE with Light Propagation Volumes
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- Gnoblar
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Re: Extending OGRE with Light Propagation Volumes
Thanks for pointing out this paper, it was an interesting read especially for those people like me who have a rough idea of how these techniques work but have never implemented them.
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Re: Extending OGRE with Light Propagation Volumes
It may be worth noting the new compositor in Ogre 2.0 supports rendering shadows to MRTs and sending the MRT to a normal compositor node for further postprocessing; as well as supporting atlases. Making the production of RSM (Reflective Shadow Maps) and processing them easier.
This is mentioned in page 23 from the PDF link above, where the author seems to have been forced to roll their own shadow mapping system in order to build RSMs instead of using Ogre's builtin.
This isn't coincidental, I was well aware of Ogre's limitation and this paper helped pointing out the requirements for a next gen compositor that is usable for next gen techniques.
This is mentioned in page 23 from the PDF link above, where the author seems to have been forced to roll their own shadow mapping system in order to build RSMs instead of using Ogre's builtin.
This isn't coincidental, I was well aware of Ogre's limitation and this paper helped pointing out the requirements for a next gen compositor that is usable for next gen techniques.