[News] Voxel Cone Tracing
-
- OGRE Team Member
- Posts: 5476
- Joined: Sat Jul 21, 2007 4:55 pm
- Location: Buenos Aires, Argentina
- x 1358
-
- OGRE Expert User
- Posts: 1671
- Joined: Mon Jan 21, 2008 10:26 pm
- x 50
Re: [News] Voxel Cone Tracing
Wow, this was an extremely interesting read.
Thanks a lot for all the details.
Best regards,
Pierre
Thanks a lot for all the details.
Best regards,
Pierre
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
-
- OGRE Expert User
- Posts: 1148
- Joined: Sat Jul 06, 2013 10:59 pm
- Location: Chile
- x 169
Re: [News] Voxel Cone Tracing
I am yet to test this, but do you think this will be usable in VR, with very high resolutions and frame rates? you mentioned that injecting the light is very fast... but its fast enough? is there any other way of baking the resulting GI in to static geometry?
thanks!!
thanks!!
-
- OGRE Team Member
- Posts: 5476
- Joined: Sat Jul 21, 2007 4:55 pm
- Location: Buenos Aires, Argentina
- x 1358
Re: [News] Voxel Cone Tracing
Injecting light means updating the VCT data when the light setup changes (e.g. time of day changes, a lamp moves, etc)
For VR I don't think so. VCT as a whole may be a bit expensive.
If we remove the specular though, it may give you enough speed. But better wait for DDGI, which while it may offer slightly lower quality, it should give much better diffuse GI performance.
Regarding baking the GI... YES! We already have a sample showing how to bake rendering into textures.
Though managing all the meshes and material changes can get complex (and ensure the materials have UV prepared for baking)