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  Contents

 Introduction
 Radiosity Mapping
 Dynamic Light
 Source Radiosity

 Dynamic Object
 to Static Object
 Radiosity

 Conclusion

 Printable version

 


  The Series

 Part I
 Part II

 

Conclusion

So, we now have three methods (two of which are not very well documented here) which, when combined, produce a full scene dynamic radiosity solution. I truly hope to see these methods implemented in a graphics engine soon, and I would be happy to help clear any confusion that may have been raised from reading this article.

Also, I realize that I was very quick and dirty in explaining the second two methods. There are a couple of reasons for that. The first of those reasons is because I have not fully developed them yet, even if I do have the basic ideas worked out. The second is because I merely felt that I needed to get the article out, and I had already been working on it for about two months. I might write another article or two going more in-depth into those last two methods, but will not promising anything. And even if I do write another article on the subject, it will be quite a while from now.

However, I would be delighted to see someone else write an article explaining the implementation of the methods, or even just recapping what I have written in a way that can actually be understood ;) (particularly the last two methods). I would be happy to help explain the methods through discussion (not in one big e-mail, since then I might as well just write another article) to anyone who would like to write a better article on the last two methods (or perhaps even the first).

Send questions/comments to: nathan_vegdahl@yahoo.com

Thank yous

I received an onslaught of e-mails from the previous article... and I loved it! Thanks to each and every one of you who e-mailed me about the article, for whatever reason! J

And a special thanks to all of you who pointed out errors in the radiosity mapping method of the previous article, and possible optimizations to it.

All of you know who you are, and the only reason I don't list you is because that would require pages of credits!