Reprinted please indicate the source for the klayge game engine, this article address for http://www.klayge.org/2011/04/28/klayge%e7%9a%84realtime-gi%e6%ad%a3%e5%bc%8f%e4%b8%8a%e7%ba%bf/
In the GI group, atyuwen implemented the multi-resolution splatting indirect illumination effect with klayge last month. Now, the developed version of klayge officially joins the realtime Global Illumination example. The screenshot is as follows:
Compare the effect of GI shutdown:
We can see that the indirect light is quite obvious.
The current GI on nvidia 9800gt takes 1280 ms for 800 × 6.6, and 480 ms for GTX 2.5. The following improvements will be made in the next step:
- Use the light volume method to optimize the virtual lighting speed.
- Generate light volume of different shapes based on BRDF.
- Importance Sampling
The goal of optimization is to reduce it to Ms On 9800gt.