| | | Language: VC++ / Assembly Genre: Map Compiler Status: In Development
Fully functional early version of my radiosity engine.
640x480x32 screenshot of my 'Cornell box' showing radiosity pass from area light. 3 passes were used to render this image. All other light types use a ray-tracing first pass before radiosity distribution. The patches cover an area of 8x8 pixels each and no post-processing has been applied. Interpolation will eventually be applied to smooth the colours and raise the patch resolution to 4x4 pixels The boxes are 8 units above the floor - hence the shadow area under the box edges. This is not a static rendered image. This is a 'world' that can be moved about in. This radiosity engine will form the basis of lighting worlds in future 3D game releases, such as 3D PacMan and Dragontorc.

Here are a couple more screenshots from an updated version of my renderer. The screenshots show the results of the ray-tracing first pass. No radiosity has been performed, so there is no reflected light. The light is a bright blue-white area light. The first screenshot is texture-mapped. The second shows the light maps only.


Features: Point lights Spot lights Directional lights Surface lights Ambient light
Variable transparency surfaces (windows, water, etc) Colour filtering through transparent surfaces
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