radical new solution that breaks the current lighting and shadowing restrictions currently faced by major game developers.
Geomerics' solution is a replacement for 'spherical harmonics', giving the same efficient compression of a lighting environment but now coupled with their geometric algebra and wavelet technologies. Their system handles dynamically changing lighting environments, moving objects and changing viewing angles. The technology not only handles diffuse lighting and soft shadows but also allows for dynamic specular effects to be integrated into the same pipeline giving rise to realistic glossy effects unobtainable from existing spherical harmonic implementations.
Geomerics' CTO, Jules Davis, said 'I am delighted with how this technology has progressed. It's extremely fast and GPU friendly, and has a great impact on in-game realism'. Geomerics will be giving a glimpse of some of their technology at the forthcoming GDC in San Jose from 22-24th March.
Lighting and shadowing are key elements in the rendering of realistic-looking next generation games. A well known currently used approach - spherical harmonic pre-computed radiance transfer (PRT) lighting - has the advantage of dealing with much of the computational complexity associated with realistic shadowing in a pre-compute step so that, at run-time, only a handful of simple operations are performed allowing an efficient GPU-based implementation. However, a fundamental restriction with spherical harmonic PRT is that it is impossible to handle light effects that change with the viewing angle such as specular highlights and it struggles to cope with highly dynamic lighting environments.
Geomerics has utilized the power of 'geometric algebra' to provide exciting and innovative solutions to geometric problems in real-time. This technology is poised to transform computer graphics in gaming, providing a major step-change improvement over the current state-of-the-art in terms of speed, achievable effects, and ease of programming.
more screens here: http://news.teamxbox.com/xbox/10508/Geomer...logy-at-GDC-06/
Geomerics' solution is a replacement for 'spherical harmonics', giving the same efficient compression of a lighting environment but now coupled with their geometric algebra and wavelet technologies. Their system handles dynamically changing lighting environments, moving objects and changing viewing angles. The technology not only handles diffuse lighting and soft shadows but also allows for dynamic specular effects to be integrated into the same pipeline giving rise to realistic glossy effects unobtainable from existing spherical harmonic implementations.
Geomerics' CTO, Jules Davis, said 'I am delighted with how this technology has progressed. It's extremely fast and GPU friendly, and has a great impact on in-game realism'. Geomerics will be giving a glimpse of some of their technology at the forthcoming GDC in San Jose from 22-24th March.
Lighting and shadowing are key elements in the rendering of realistic-looking next generation games. A well known currently used approach - spherical harmonic pre-computed radiance transfer (PRT) lighting - has the advantage of dealing with much of the computational complexity associated with realistic shadowing in a pre-compute step so that, at run-time, only a handful of simple operations are performed allowing an efficient GPU-based implementation. However, a fundamental restriction with spherical harmonic PRT is that it is impossible to handle light effects that change with the viewing angle such as specular highlights and it struggles to cope with highly dynamic lighting environments.
Geomerics has utilized the power of 'geometric algebra' to provide exciting and innovative solutions to geometric problems in real-time. This technology is poised to transform computer graphics in gaming, providing a major step-change improvement over the current state-of-the-art in terms of speed, achievable effects, and ease of programming.
more screens here: http://news.teamxbox.com/xbox/10508/Geomer...logy-at-GDC-06/