This Demo is compute radiosity in GPU.version 0.0015
The algorithms is:
Use three 32bit fp texture store the patchs's attribute.
Texture1: B,DeltaB,patch id,DeltaB*area
Texture2: pos,area
Texture3: normal,ref
first,init the three textures.
while (need iterative loop)
{
DownSample the Texture1 to 1X1 Texture find the max DeltaB*area value patch-the shoot patch.
Use the shoot patch's pos and normal to Get the ShadowMap.//not implement in current version
Compute radiosity in GPU,and set the shoot patch's DeltaB=DeltaB*area=0;
}
The current version is use three patchs to test algorithms.and not implement visible function.
The next version's plan is add shadowmap to implement visible function in F.and use big scene replaced three test patchs.
http://bbs.chinagamedev.net/attachment.php?attachmentid=1966
The algorithms is:
Use three 32bit fp texture store the patchs's attribute.
Texture1: B,DeltaB,patch id,DeltaB*area
Texture2: pos,area
Texture3: normal,ref
first,init the three textures.
while (need iterative loop)
{
DownSample the Texture1 to 1X1 Texture find the max DeltaB*area value patch-the shoot patch.
Use the shoot patch's pos and normal to Get the ShadowMap.//not implement in current version
Compute radiosity in GPU,and set the shoot patch's DeltaB=DeltaB*area=0;
}
The current version is use three patchs to test algorithms.and not implement visible function.
The next version's plan is add shadowmap to implement visible function in F.and use big scene replaced three test patchs.
http://bbs.chinagamedev.net/attachment.php?attachmentid=1966