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But isn't much of the illumination pre-generated on the texture bitmaps
through traditional slow methods? You can do that in POV-Ray too: render the
scene with a renderer that supports baking, put the resulting bitmap on the
illumination (see for instance
http://www.oyonale.com/modeles.php?lang=en&page=54).
Of course what they did in Crysis in much more complex, but I don't think
that they do GI in real time (though such stuff exists).
Also, CPU-bound rendering can be pretty nifty when it allows real time reuse
of illumination data, for instance
http://randomcontrol.com/index.php?option=com_content&view=article&id=61&Itemid=88
G.
web.49ab6b085273ea72e153145f0@news.povray.org...
> Just wow!
>
> http://www6.incrysis.com/screenshots/27g4p.jpg
> http://www6.incrysis.com/screenshots/67478845bf0.jpg
> http://www6.incrysis.com/screenshots/palmspv2.jpg
> http://www6.incrysis.com/screenshots/hrkduw.jpg
>
> from: http://www6.incrysis.com/screenshots/27g4p.jpg
>
> I wonder if there's still the need for slow academic CPU-bound rendering
> methods, when the games industry has come up with such slightly less
> accurate,
> but nonetheless amazing, approximations at a fraction of the cost.
>
>
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