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Warp wrote:
> Unless I understood incorrectly, the "lightcuts" algorithm is not about
> global illumination, but about speeding up illumination from hundreds of
> thousands of point light sources, which is a rather different thing. (Global
> illumination is about light reflecting from surfaces and illuminating other
> surfaces, in turn reflecting from them and illuminating yet other surfaces,
> and so on. "Lightcuts" looked like an algorithm for direct illumination only.)
Yes, I was in doubt too. But in the webpage for the paper they say:
"It handles arbitrary geometry, non-diffuse materials, and illumination
from a wide variety of sources including point lights, area lights,...
and indirect illumination." They couldn't just be plain lying.
So, I did a test using the Blender implementation:
http://img440.imageshack.us/img440/1255/lightcutstestzg0.jpg
Only lightsource is an area light outside and above the window. So,
indeed it handles indirect illumination automatically...
It has a lightcuts panels with quite a few parameters, among them,
number of point lights generated from an area light. The default is
immense, so I fearfully put it down to a modest 128 as well as a
indirect light factor about the same. I think such "low" settings can
be accounted for the splotches and "cuts" seen.
OTOH, it took 44 minutes on a P4 2.66. Not as fast as I had hoped for... :P
Next, I'll try to export to pov and play around with radiosity. I
didn't like the radiosity in Blender, even with quite lots of
subdivision, it still looks quite ugly and not on par with the lightcuts
picture...
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