squeen wrote:In GPU Gems 2 this is called "ambient occlusion" and though it's really a hack (i.e. ambient is a fake out for real radiosity) it's next on the list. If I did as you suggest, it would be better--use a true radiosity application for precomputed true diffuse.
Ambient-occlusion looks quite nice too; it's a cool hack.
I'm just thinking out loud, but I wonder if you can separate the lighting-bit of radiance from the rendering part... Tesselate your model and send that geometry plus light/material info to radiance, and have it give you back texture maps, or maybe even just vertex colors. That way you could have radiance do rough ambient shading, and opengl do the rasterization and texture-mapping.
Interesting trivia, I believe Id Software used an sgi origin for the texture-baking in one of the Quake games.
squeen wrote:Here's another screenshot from the real-time app. This scene runs at only at 6 fps. (Does not have the new planar reflection maps in it yet, just bump maps, dynamic cube maps and shadow maps)
Very cool; are the stars accurate?
What's the limiting factory, geometry or shading?