davepermen
Regular
better talk about global illumination, and the different components of it. mainly in this case, indirect lighting (or diffuse indirect lighting, or what ever). radiosity is too well known and interpreted as the algorithm. and this algorithm simply isn't useful for a realtime situation, it scales too bad.
but different parts of the gi equation can be handled with different algorithms, and on openrt.de they show how to handle about all major parts of it. there are quite some algorithms for parts of the equation. from shadows, to different ways to handle reflections (more or less acurate), refractions, even caustics by today. but the diffuse indirect illumination still hasn't found a good (dynamic) way to do realtime on rastericers. only some partial precomputed ways are available till now.
and i have a different opinion than chrisATI about "hacks". i don't consider a solution to be a hack, if it is scalable to get as close to the correct result as you want, without showing up any bias. but yes, there isn't any realtime engine yet showing such a rendering solution that can scale up to a "100% perfect" image if you set quality to maximum. in raytracing solutions, with photonmapping or other approaches, it is (nearly by default) doable. thus i consider such solutions not as a hack.
anything that needs precomputations is, in my eyes, a hack. espencially with the future being dynamic, physically correct scenes, such hacks get very visible.
can't wait for the GPGPU support on the new ati cards to speed up my raytracing stuff
but different parts of the gi equation can be handled with different algorithms, and on openrt.de they show how to handle about all major parts of it. there are quite some algorithms for parts of the equation. from shadows, to different ways to handle reflections (more or less acurate), refractions, even caustics by today. but the diffuse indirect illumination still hasn't found a good (dynamic) way to do realtime on rastericers. only some partial precomputed ways are available till now.
and i have a different opinion than chrisATI about "hacks". i don't consider a solution to be a hack, if it is scalable to get as close to the correct result as you want, without showing up any bias. but yes, there isn't any realtime engine yet showing such a rendering solution that can scale up to a "100% perfect" image if you set quality to maximum. in raytracing solutions, with photonmapping or other approaches, it is (nearly by default) doable. thus i consider such solutions not as a hack.
anything that needs precomputations is, in my eyes, a hack. espencially with the future being dynamic, physically correct scenes, such hacks get very visible.
can't wait for the GPGPU support on the new ati cards to speed up my raytracing stuff