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Realtime Indirect Illumination using RSM

Started by ayush3017 Mar 27, 2012 at 10:22 PM 5 replies 1.1k views
Original Post
ayush3017
ayush3017
Screenshots of realtime Indirect Illumination using Reflective Shadow Maps and SSAO.
All assets are done by me except the curtain texture is from the famous sponza atrium.

Click here to view the iotd
kultys
kultys
i dont se shadows...
FreneticPonE
FreneticPonE
So, just, virtual point lights, no bounce occlusion? Looks neat.
Vilem Otte
Vilem Otte
Looks good - i've tried some RSM some time ago and then extended it to quite robust solution (with secondary shadows, etc.

Try using small shadow maps for each VPL - this way you'll get some nice occlusion - then you can start doing tricks on optimizing it. Quite good are so called imperfect shadow maps, you can also try different approachs on optimizing shadow maps generation and achieve high performance GI.

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