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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
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