One thing that people have done in the past is to select the lights that influence an object the most and use those as usual and then project the remaining lights into spherical harmonics. You would do this for each object in your scene. I remember Tom Forsyth used to post about this kind of...
Hello, I just thought I'd post a quick note to let people know that the Whiteout demo has been released: http://ati.amd.com/developer/demos/rhd2000.html
You'll need Windows Vista with a D3D10 capable GPU with 512MB video memory. You will also want to make sure that you have the latest...
It's not a game but the Ruby Whiteout demo uses PRT with shadow maps. PRT is used for the ambient lighting and is added to direct sun light which is shadow mapped.
Perhaps this is what you're looking for? The Si prefix stands for "Sushi Include" (Sushi is the name of ATI's demo engine).
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// Compute the reflection vector given a view vector and normal...
R2VB can be faster than vertex texture fetching. With R2VB the memory access patterns can be more regular and predictable. Things can get slightly more complicated with VTF because the texture address is computed on the fly in the vertex shader. In the end, they are two different techniques...
The screen saver uses standard DirectX9 with SM3.0 pixel and vertex shaders. It doesn't use any vender specific features or back doors, so it should run on any SM3.0 capable hardware. I saw it running on a 7800 at one point (more than a month ago) but over the course of development, as the...
There are a few ways to achieve this effect. One way is with depth sprites, described here:
http://www.ati.com/developer/samples/DepthExplosion.html
One other option is to disable depth testing when rendering the sprites then do a depth compare in the pixel shader and alpha blend the...
There are many situations where PRT techniques can be used successfully in dynamic scenes. The thing to keep in mind is that PRT is an approximation, but that's ok because all real time lighting techniques are approximations :)
We used PRT and Irradiance Volume techniques for diffuse...
Unfortunately this demo will not run on the G70 (or any nvidia part that I am aware of). The demo uses some texture and shadow buffer formats that are not available on nvidia's parts.
We did try running the brick shader on a G70 a couple of months ago, we removed everything except for the...
Actually 3D Textures were available in hardware before the Geforce 3, the original Radeon supported them :) There's a sample app for the original Radeon that uses volume textures for volumetric lighting.