摘要 |
An approach for implementing an approximation of a radiosity solver that may be run entirely in the graphics processing unit of a video game console is provided. A set of raw triangles is partitioned into a collection of roughly planar transfer patches. For each patch, a projection on to the direct product is defined and mapped into the radiosity UV space. A transfer bundle set is constructed by sorting visible patches by flux contribution and storing a predetermined number of the greatest contributors in a texture. At runtime, real-time global illumination is implemented by rendering direct lighting into a texture of the same resolution as the transfer bundle set. The lighting is successively propagated in a number of passes using the transfer bundles. Each pass constitutes a single "bounce" and the per-bundle contribution of the first bounce is extracted and used for an indirect specular and diffuse bump-mapping response.
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