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原帖由 kidthief 于 2007-8-10 23:32 发表 猫儿配LOLI才是王道,你早就暴露了:D 睡觉,老爱你继续吧:D
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Product News July 11, 2006 Product: Geomerics Debuts Real-Time Radiosity Solution Cambridge, UK-based Geomerics, a technology development company that targets video game developers with its expertise and specialized research into geometric algebra, today unveiled new technology that allows real-time radiosity in video games utilizing traditional graphics processing hardware. Radiosity is the act of fully modeling the subtle effects arising from the inter-reflections of light between surfaces. Current lighting technology used in games involves either pre-computing the entire global illumination off-line or assuming there are no inter-reflections and computing only the direct effects of lights on what they are illuminating. Pre-computing the lighting results in lighting environments that cannot be altered, while considering only direct illumination results in 'flat', unrealistic scenes. Geomerics' dynamic radiosity solution allows the full lighting, including inter-reflections, to be updated in real-time providing significantly greater realism and impact. Geomerics has applied its core technology, based around geometric algebra, to produce this new radiosity solution. The solution is real time, achieving frame rates of up to 100Hz on common graphics hardware, and allows for fully dynamic lighting including point spot-lights, area lights, texture-based lighting, glowing objects and the projection of video onto geometry. The full indirect lighting calculation includes the soft-shadows that characterize real-world scenes. Geomerics' technology also integrates smoothly with classic techniques such as normal and gloss mapping, and fully supports HDR (high dynamic range) lighting effects. In addition to all this, Geomerics' technique is also a so-called 'infinite bounce' solution; surfaces which themselves are illuminated indirectly can illuminate other surfaces. This leads to other effects, for example if one end of a white corridor is lit strongly then the light bounces around the corridor eventually emerging at the other end. Chris Doran, CEO and founder of Geomerics commented: "This revolutionary lighting technique is another demonstration of the amazing potential of Geomerics' technology and our unique approach to games middleware and technology licensing. Geometric algebra provides opportunities for totally new solutions in a huge range of games problems, from lighting to path physics and beyond."
五道杠
原帖由 helllee 于 2007-8-10 23:39 发表 in-direct lighting”不知道是啥 但 indirect lighting 间接光照大概知道是啥 但是 打算用多少个集群去让他实时 突然找到个很有趣的news http://www.gamasutra.com/php-bin/news_index.php?story=10031
原帖由 silverhoof 于 2007-8-10 23:52 发表 我不是很理解什么是间接光照,因为光应该走直线。 而且我很难想象广义相对论会加入到计算中让光可以不走直线,这个是很荒诞的... 所以我的猜测是所谓的间接光照是不是指的是需要追踪非场景光源产生的光 ...
原帖由 harry888 于 2007-8-10 22:01 发表 帮楼主转载一下。
原帖由 helllee 于 2007-8-11 01:27 发表 间接光 indirect light 分来自光源的光,在白色糙面上作一次反射后到达的光,或通过散光板的光。与直射光相反,其特点是不呈现强度阴影。靠反射板或反射闪光轻易取得。 但是不知道 那个 in-direct ligh ...
原帖由 harry888 于 2007-8-11 16:14 发表 说到这个为什么你不参考楼主内容。比你的自编YY清楚得多。 你真的以为你说效率底就是了么,从那里得来的。 现在连开发人员都说了CELL这个处理器是可以做到Real Time Radiosity。 你讲效率底就是了么。你以 ...
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还可以抢救一下的NPC
原帖由 Eji 于 2007-8-14 14:38 发表 呃,這邊稍微解釋一下....這篇是敝人在配合 Pcinlife 站長 Edison cho在該站GPU論壇所發出的一份文件所寫的一些簡易導讀。 由於這套sdk商業化的時間其實很晚(與該單位屬學術單位轉投資,直到今年7月才籌資到四 ...