The first thing to do is to store direct lighting into a 3D texture, through a voxelisation of the scene.The we generate mipmaps for this 3D texture, to simulate propagation of the direct lighting. Once this is done, we “trace” cones in an hemisphere, oriented along the normal of each pixel we’re processing.The goal is […]
PBR rendering support, implemented both Metallic and Specular workflows. Features CastorUtils Renamed namespace Castor to castor. Added ChangeTracked and GroupChangeTracked classes, allowing to track changes to a member variable. Renamed CubeBox and SphereBox to BoundingBox and BoundingSphere. Splitted Colour in two classes: RgbColour and RgbaColour. PlaneEquation is no more a template class. Created a buddy […]
My web site has been refreshed a bit (well quite a big bit…). I’m now using WordPress instead of doing everything by myself.