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Submitted by Sebastiano Mandalà, posted on March 25, 2005




Image Description, by Sebastiano Mandalà



Starting from the Willmott's original Face Cluster Radiosity theory I developed my global illumination system. Even though the system works quite well, it's still in a early stage. Actually I would do much more research, if have the time. You can read a fast introduction on this site:

http://www.7th-sense.net/blogger/radiosity/

there you can find a gallery and an article with some technical explanation. Thank you for your attention!


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
zOinks

March 25, 2005, 09:34 AM

I don't know enough about radiosity, so I can't really make an intelligent comment, but here it is anyway:

1 - I really like the look & feel - is that a BSP? Reminds me of a counter-strike map.

2 - Looks way too bright in the upper two images.

 
NiG3D

March 25, 2005, 10:03 AM

zOinks wrote: I don't know enough about radiosity, so I can't really make an intelligent comment, but here it is anyway: 1 - I really like the look & feel - is that a BSP? Reminds me of a counter-strike map.


Do you mean Binary Space Partitioning? I still haven't used a space partition system as I said in the article. The graphic is a simple 3D model taken from http://www.low-poly.it/

2 - Looks way too bright in the upper two images.[/i]


yes, it does. I should use some tone mapping function, but it's too early, for now I'm studing these theories only to know something new.

 
Paulus

March 25, 2005, 10:04 AM

i like your article, very good explanations with nice pictures, i like nice pictures!

 
NiG3D

March 25, 2005, 10:13 AM

Paulus wrote: i like your article, very good explanations with nice pictures, i like nice pictures!


thx there are many other things to do before the engine can render very nice pictures. However if you like the article it means there aren't so many errors in my poor english :)

 
lycium

March 25, 2005, 11:21 AM

that's a pretty nice overview on your page, and it sounds like a good way to do diffuse gi :)

personally i find the amount of coding and testing required for radiosity (especially the fancy variants) a little bit daunting, and in that regard will prefer to use monte carlo methods.

really good work though, it's cool to see people exploring research gi methods!


[extremely minor stuff: consider using hdr exposure/tone mapping on your images, and the word "algorithm" instead of "theory" when appropriate.]

 
Michael G.

March 25, 2005, 02:01 PM

Nice work Sebastiano,
I've been toying with digging into Radiosity/GI etc for awhile but haven't made the leap to vc++ d3d vertex/pixel shaders etc, and am wanting some high quality output.
I'd like to quickly mention though, if I read your paper correctly:

The scene above doesn't do a particularly good job showcasing the strengths of face cluster radiosity. The scene above, as mentioned, was from (some low poly count place) and isn't (or doesn't seem to be) particuarly intense in # of triangles. Cluster radiosity seems like (again, if I followed his pictures and description correctly) something that will apply very well to very dense scenes (say a complex indoor/outdoor scene with on average each triangle taking only several pixels onscreen).

Although the pictures are the first thing you see, (and they're great, btw, the only problem being they're kinda washed out) if you're interested in the difference between this and other GI stuff out there, I would encourage you to check out his paper (with pictures! not too scary) and look into face cluster radiosity.

-Michael

 
lycium

March 25, 2005, 02:56 PM

are you perhaps michael *granz*?

 
dwn

March 25, 2005, 03:01 PM

Your written english is fine. You might want to know that some could find your screenname offensive, though, if they don't understand the context.

 
Yarpen

March 26, 2005, 07:29 AM

Hey Sebastiano (Maciej here)! I see you finally released some screenshots, good work, keep 'em coming. I also wait for new articles.

 
NiG3D

March 26, 2005, 09:00 AM

Michael G. wrote: Nice work Sebastiano, Although the pictures are the first thing you see, (and they're great, btw, the only problem being they're kinda washed out) if you're interested in the difference between this and other GI stuff out there, I would encourage you to check out his paper (with pictures! not too scary) and look into face cluster radiosity. -Michael


you're right Michael (G? Garland? ehm) :), I chose this picture only because it's nice to see. How I said the system is still in an early stage, I can't produce high quality images unless I implement the features introduced by Gobbetti on FCR with pixel shaders (you know, constant vector irradiance brrrr). However here you are a (I know, dirty) very high tesselated scene :

ten bounces:
http://www.7th-sense.net/blogger/radiosity/images/jpg/800k/Image6.jpg
one bounce:
http://www.7th-sense.net/blogger/radiosity/images/jpg/800k/Image5.jpg

 
NiG3D

March 26, 2005, 09:05 AM

Hi Maciej, thank you but I think I won't work on it for a while. Before studing new features I want to make some experments on the new pixel and vertex shaders.

 
Michael G.

March 28, 2005, 06:47 PM

Haha, nope, Sorry. I am Michael *Goeke*. A nobody in the computer industry - nonexistant on the web (since my free hosting switched over to "give us money" hosting.) A "vetern" of Flipcode, Gamedev, and OpenGL (since '99), I know my load of...rubbish. (Always interested in this stuff but the most I ever did was a simple prototype of (basically) realtime model based "radiosity" using some processed cubemaps and vertex shaders. Neat, but not plausable in complex scenes without some serious reworking.)

Anyway, I try to keep up on the latest while balancing many other, more important things in life.

-Michael

 
NiG3D

March 29, 2005, 04:26 AM

Oh ok, I looked for the means of nig, but for me it's only an acronym. I've used this nick since I was twelve-thirteen years old :).

 
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