Some more development renders for the project I'm working on.
Wednesday, 14 July 2010
Thursday, 8 July 2010
I think the aspect of light volumes that most caught my attention was the ability to perform volumetric lighting across an entire scene. Because lighting information is available for the space between objects it's possible to imitate the effect of light interacting with very fine, free floating particles such as dust, smoke or pollution. This is done simply by sampling the light volume texture multiple times along the space between the camera and the surface being rendered. The technique is known as volume ray marching and you can read about it here and here. All screenshots were taken from my light map renderer. I'll post a video soon as the effect is even nicer in motion.
Friday, 2 July 2010
I've finally made a video showing the light volumes in action. The video shows a dynamic object being moved around a scene with large emissive surfaces. In this video, the light volumes are only applied to the dynamic object, static surfaces are lit via light maps. The video was captured directly in the lightmap tool and total time to bake the light map and light volume was about 30 seconds.
BugBackToad model by SonK, which can be found at http://ompf.org/forum/viewtopic.php?f=7&t=752