Radiosity Engine

Rendering test   June 2006
 
Fully functional early version of my radiosity engine.

This radiosity engine will form the basis of lighting worlds in future 3D game releases, such as 3D PacMan and Dragontorc.

Radiosity screen
Cornell Box radiosity screen
Screenshot of my 'Cornell box' showing the radiosity result from a single white area light. 3 passes were used to render this image. Since the light source is an area light, no ray-tracing first pass was required.
All other light types use a ray-tracing first pass before radiosity distribution as the sources are points.

The patches cover an area of 8x8 pixels each and no post-processing has been applied.
The boxes are 8 units above the floor - hence the shadow area under the box edges.
This is not a static rendered image. This is a 'world' that can be moved about in as the radiosity engine was built onto my map file viewer.
Radiosity screen
Textured radiosity room
Radiosity screen
Lightmapped radiosity room
More screenshots from an updated version of my renderer.

The screenshots show the results of the ray-tracing first pass.
No radiosity has been performed, so there is no reflected light.

The light is a bright blue-white area light.

The first screenshot is texture-mapped and a slight texture/lightmap mapping glitch is noticeable around one or two of the pillars.

The second screenshot shows the light maps only and does not show the glitch.


Engine features:
Point lights
Spot lights
Directional lights
Surface (area) lights
Ambient light

Variable transparency surfaces (windows, water, etc)
Colour filtering through transparent surfaces

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