So real-time radiosity is impossible. Right?Wrong. The reason that all of the non-real-time methods are too slow is that they are all designed to acurately calculate radiosity. They are intended to be fully acurate! But we don't need full acuracey, we merely need enough acuracey for the human brain to not flash the "not-real" flag. And let me tell you, you really don't need all that much acuracey to prevent that. With that in mind, I developed a real-time radiosity algorithm a year or so ago. I only mentioned it to a very few people, and a couple of businesses: Nvidia so that they could impliment hardware support... they ignored me; and Atari games, who did not ignore me, but were tentative in using the method... I'm not sure if they've decided to use it or not. Anyway, I know for a fact that my method does not calculate acurate radiosity. However, I do know that it calculates enough acuracey to fool the human eye and brain into thinking that something is real.
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