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0answers
31 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
3
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2answers
885 views

What is the difference between “offline” and “real time” rendering?

I have a rough idea: real-time is approximated with little or no global illumination. But how would you otherwise explain why offline rending takes so much longer? You hear things like "number of ...
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2answers
295 views

Can global Illumination via path tracing replace all other current lighting techniques?

In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
8
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1answer
436 views

Light Propagation Volumes: Anisotropic filtering of volume data

I've implemented the Cascaded Light Propagation Volumes algorithm (no indirect shadowing yet) for real-time diffuse global illumination detailed here and here. It works fine but I'm still trying to ...
2
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1answer
203 views

Does a game engine affect the quality of pre-baked Global Illumination?

If I were to pre-bake Global Illumination into light maps using a high quality renderer like Mental Ray or PRman, and loaded it into two different engines such as Unity and Unreal, would there be a ...
8
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1answer
493 views

(Realtime-) Global Illumination starting point [closed]

What techniques should someone look at when getting into real time global illumination (for dynamic lighting scenarios)? It's hard to get a real grip on the different mentioned techniques without ...
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3answers
218 views

Does radiosity work with skylight?

Does radiosity work with skylight (directional light)? From reading online it sounds like it was intended to work with point lights but I would really like to make it work with skylight if possible. ...
8
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2answers
671 views

Can someone explain radiosity lighting to me?

I already have the basics of ambient occlusion down. I have a raycaster and am capable of shooting rays about a hemisphere uniformly. It seems like those are the basics of what are needed for ...